








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Weekly Adventurer 1.5.5Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 14 / 15% |
| Size | big |
| Lifes / Deaths | Killed by Emelenn the grizzly bear at level 9 on the 4th Mirth 122nd year of Ascendancy at 07:44 0 / 6Killed by Getira the warg at level 9 on the 24th Haze 122nd year of Ascendancy at 15:29 Killed by Polatira the storm drake hatchling at level 13 on the 45th Haze 122nd year of Ascendancy at 23:24 Killed by Isaldavena the hornet swarm at level 14 on the 46th Haze 122nd year of Ascendancy at 13:39 Killed by Isaldavena the hornet swarm at level 14 on the 46th Haze 122nd year of Ascendancy at 15:08 Killed by Isaldavena the hornet swarm at level 14 on the 46th Haze 122nd year of Ascendancy at 15:51 |
Primary Stats
| Strength | 35 (base 13) |
| Dexterity | 46 (base 39) |
| Constitution | 33 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 44 (base 29) |
Resources
| Life | -221/487 |
| Stamina | 96/154 |
| Healing Factor | 1.1699507389163 |
| Regeneration | 0.29248768472906 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +63.8391067883% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 31.719706428051 |
| See Invisible | 31.719706428051 |
Offense: Barehand
| Damage | 73 |
| Accuracy | 36 |
| Crit Chance | 20% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Temporal | +4% |
| Blight | +15% |
| Fire | +11% |
| Mind | +12% |
Defense: Base
| Armour (hardiness) | 17 (36.618610747051%) |
| Defense | 26 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 24 |
| Mental Save | 23 |
Defense: Resistances
| Darkness | + 25%( 70%) |
| Temporal | + 20%( 70%) |
| Arcane | + 9%( 70%) |
| Fire | + 25%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 197 damage for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 518% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | Countering melee attacks: Has a 16% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| detrimental effect | Reduces global action speed by 57%. Slow |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is poisoned, taking 14.16 nature damage per turn. Poison |
| beneficial effect | The target is recovering 20 life each turn. Recovery |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed green worm. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Boltstreak (3 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Melee Ret 8 lightning ----- def ----- Armour +7 Defense +3 (+0 eff.) Rng.Def +3 (+2 eff.) Fatigue -4% Phys.save +9 (+4 eff.) Max.HP +10.00 ---------- misc Max.enc +22 A pair of boots made of leather. |
| On hands | temporal dwarven-steel gauntlets of dispersion (0 def, 2 armour)1.5 T3 hands armor [Ego+] Arcane While equipped: Stats +3 Wil +4 Mag dps ---------- Melee+ 12 arcane 10 temporal Ranged+ 8 temporal Dmg.mod +4% temporal ----- def ----- Armour +2 Resists +5% arcane +8% temporal Unarmed combat: Power 119% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% Melee+ +6 arcane On Hit: 10% Manathrust 3 On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Tulegas the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +15% blight ----- def ----- Armour +4 Fatigue +4% Spell.save +12 (+6 eff.) ---------- misc Mana/turn +0.08 Mana/s.crit +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | forceful elm totem of thorny skin [power 17] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +4 (+0 eff.) Resists +22% darkness Rings can have magical properties. |
| On fingers | titan's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +4 (+2 eff.) Rings can have magical properties. |
| Around waist | rough leather belt 'Arota'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +9% temporal Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| Main armor | Silina the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Disrupt While equipped: Stats +1 Str +9 Cun dps ---------- On Melee Ret: * Slows global speed by 4% * 3 arcane resource burn A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Samokan the linen cloak (1 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+2 eff.) Dmg.mod +12% mind Melee Ret 12 physical ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue -3% Mind.save +6 (+3 eff.) Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Inventory
sun infusion of the titan (rad 6; power 40; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 20). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 40) for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings can have magical properties. |
shimmering ash magestaff of projection (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.16 Max.mana +33.00 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 7.66 to 9.19 lightning damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
balanced iron battleaxe of erosion (103% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Nature/Master Power 104% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +10 nature +7 temporal While equipped: dps ---------- Acc +9 (+4 eff.) ----- def ----- Defense +9 (+0 eff.) Disarm- +31% Massive two-handed battleaxes. |
creative mossy mindstar of slime (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Disrupt/Psionic Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+1 eff.) Dmg.mod +2% nature On Melee Ret: * Slows global speed by 3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of resolve (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +3 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's mossy mindstar of the jelly (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature +3% acid ----- def ----- Resists +3% blight Disease- +11% ---------- misc Equi/ret +0.60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Aeremina4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +9.0% Mind.crit +1% Phys.pwr +11 (+3 eff.) Mind.pwr +2 (+1 eff.) Acc +8 (+4 eff.) ----- def ----- Resists +3% acid Confus- +5% Dur/telep +20% ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 66 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
iron steamgun of power4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% physical Res.pen +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's iron steamgun of power4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% physical Res.pen +9% physical Acc +5 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
storming pouch of iron shots of accuracy (15/15, 108% power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 108% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +6 Apr +1 Crit +4.0% Capacity 15 Ranged+ +9 lightning On Crit.r2 +6 lightning Shots are used with slings to pummel your foes to death. |
iron shield of fire resistance (+16%) (4 def, 2 armour, 20 block)7.0 T1 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +2 Defense +4 (+0 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
woollen robe of light (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +16% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour of cold resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +15% cold A suit of armour made of leather. |
Kheluhad the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Rare] Psionic While equipped: dps ---------- Melee Ret 16 mind ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +1% physical +6% mind +5% arcane Spell.save +6 (+3 eff.) Mind.save +11 (+6 eff.) Stun/Frz- +20% A suit of armour made of mail. |
stralite mail armour of resilience (4 def, 8 armour)14.0 T4 heavy armor Reqs Str 38 [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +16% Max.HP +20.00 A suit of armour made of mail. |
prismatic iron plate armour of stability (3 def, 7 armour)17.0 T1 massive armor Reqs Heavy Armour Training 3 [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +3 (+0 eff.) Fatigue +20% Resists +6% physical +10% light +10% darkness Phys.save +10 (+5 eff.) A suit of armour made of metal plates. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal A belt that goes around your waist. |
Dairydesus the Morbussteel1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +15% nature Res.pen +5% temporal Melee Ret 8 nature ----- def ----- Fatigue -6% D.Red.from +15% Summoned ---------- misc Max.enc +31 Mana/turn +0.10 Max.mana +22.00 A belt that goes around your waist. |
linen cloak 'Betholdaralaith' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Con ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness +1% physical Phys.save +6 (+3 eff.) Max.HP +30.00 Disease- +20% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ivida the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +12% lightning +6% temporal +12% light +6% nature +6% acid A pair of boots made of leather. |
Kindlerip (0 def, 6 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Melee Ret 4 mind ----- def ----- Armour +6 Fatigue +1% Resists +9% mind +18% fire ---------- misc Infravis +2 A pair of boots made of leather. |
Cyrildavea (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Res.pen +10% mind ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) HP.reg +0.20 ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layuthra the Galequick (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +6% lightning Res.pen +10% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue -3% Resists +9% mind +6% lightning Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sunpall the pair of iron boots (3 def, 7 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% physical Melee Ret 16 physical ----- def ----- Armour +7 Defense +3 (+0 eff.) Rng.Def +3 (+2 eff.) Fatigue +2% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yverith (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +9% acid Res.pen +10% acid +5% mind ----- def ----- Armour +3 Fatigue +2% Resists +12% mind Disengage: Puts all charms on 15 cooldown Level 3.6 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 180% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 167% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 60.19 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Zubewe the hardened leather gloves (0 def, 15 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +6% physical Melee Ret 20 acid ----- def ----- Armour +15 Die.at -60.00 life Unarmed combat: Power 115% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +3.0% Atk.spd 167% On Hit.r1 +8 physical On Crit.r2 +10 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 10.16 to 30.49 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Gorazor (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +3 Fatigue -15% HP.reg +1.00 ---------- misc Infravis +2 A cap made of leather. |
iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Blindhunt'2.0 T1 lite [Rare] Master While equipped: dps ---------- Melee Ret 12 mind 16 light ----- def ----- Resists +6% mind ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Skyspike'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% blight +3% lightning Res.pen +20% lightning +5% blight Melee Ret 12 blight ----- def ----- Resists +6% blight Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +6% fire ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Drogrim the Dazzlethorn [power 21] (30 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% lightning Melee Ret 4 light ----- def ----- Resists +6% lightning ---------- misc Light +3 Teleport randomly (rad 21) Puts all charms on 30 cooldown 100% to regenerate 1 psi. Torques are made by powerful psionics to store psionic powers. |
iron torque of charged psionic shield [power 25] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
shadowy elm wand of clairvoyance [power 9] (6 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 38 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By OnePunchWoman the Cornac Brawler level 10
29th Haze 122nd year of Ascendancy at 18:10 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By OnePunchWoman the Cornac Brawler level 12
39th Haze 122nd year of Ascendancy at 18:25 see stats
Log
OnePunchWoman receives 23 healing.
Isaldavena the hornet swarm has finished recovering.
Isaldavena the hornet swarm misses OnePunchWoman.
OnePunchWoman receives 23 healing.
Isaldavena the hornet swarm uses Shield Pummel.
Isaldavena the hornet swarm misses OnePunchWoman.
OnePunchWoman is stunned!
OnePunchWoman receives 23 healing.
OnePunchWoman hits Isaldavena the hornet swarm for 11 physical, 0 arcane, 7 lightning (18 total damage).
Isaldavena the hornet swarm hits OnePunchWoman for (10 resist armour), (47 absorbed), 0 physical, (5 resist armour), 0 fire, (9 resist armour), 0 fire (0 total damage).
OnePunchWoman receives 23 healing.
Isaldavena the hornet swarm uses Block.
Isaldavena the hornet swarm bites poison into OnePunchWoman.
OnePunchWoman slows down.
OnePunchWoman is poisoned!
OnePunchWoman hits Isaldavena the hornet swarm for (5 blocked), 0 physical, 0 arcane, 3 lightning (3 total damage).
Isaldavena the hornet swarm hits OnePunchWoman for (10 resist armour), (4 absorbed), 0 nature, (4 resist armour), 0 fire (0 total damage).
The shield around OnePunchWoman crumbles.
OnePunchWoman receives 23 healing.
Poison from Isaldavena the hornet swarm hits OnePunchWoman for (10 resist armour), (4 absorbed), 0 nature (0 total damage).
Isaldavena the hornet swarm misses OnePunchWoman.
OnePunchWoman receives 23 healing.
Poison from Isaldavena the hornet swarm hits OnePunchWoman for (10 resist armour), 4 nature (4 total damage).
Isaldavena the hornet swarm uses To The Arms.
Isaldavena the hornet swarm performs a melee critical strike against OnePunchWoman!
Saving game...


















































































