
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.3Donators/Buyers bonus! Ashes of Urh'Rok 1.7.3Official 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 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.7.3Official 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:
1.6.6 Summmoner Fix 1.6.6 Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.0Donators/Buyers bonus! 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. Select your Escorts 1.7.0Allows 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. Merchant on the Map 1.7.0Places 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. Hyperdimension Neptunia Character Icons 1.5.5Adds some very clean chibi custom tiles from the Hyperdimension Neptunia series of video games. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Credits to Yurax-Mae for sending these my way, as they are freebies for personal and non-commercial use Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. ZOmnibus Addon Pack 1.7.0Combines 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: Better Item Description 1.7.2This 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. Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Ghoul |
Class | Writhing One |
Level / Exp | 23 / 96% |
Size | medium |
Lifes / Deaths | Killed by Nerurin the gigantic gravity worm at level 23 on the 71st Dusk 122nd year of Ascendancy at 13:19 / 1 |
Primary Stats
Strength | 48 (base 13) |
Dexterity | 23 (base 10) |
Constitution | 89 (base 39) |
Magic | 98 (base 53) |
Willpower | 40 (base 10) |
Cunning | 29 (base 13) |
Resources
Life | -64/1140 |
Insanity | 0/100 |
Steam | 100/100 |
Healing Factor | 1.5678604441647 |
Regeneration | 25.477732217677 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 61 |
Accuracy | 43 |
Crit Chance | 30% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Blight | +12% |
Physical | +3% |
Cold | +24% |
All | 0% |
Darkness | +42% |
Mind | +9% |
Fire | +6% |
Lightning | +9% |
Offense: Damage Penetration
Mind | +10% |
Darkness | +45% |
Defense: Base
Armour (hardiness) | 33.551211628464 (73.607947236566%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 12 |
Physical Save | 39 |
Spell Save | 40 |
Mental Save | 32 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 34%( 70%) |
All | + 13%( 70%) |
Lightning | + 36%( 70%) |
Darkness | + 18%( 70%) |
Mind | + 15%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 75% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Silence Resistance | 0% |
Bleed Resistance | 100% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Pinning Resistance | 5% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 61%. Its effects scale with your Strength stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of bone giant dust. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bloated horror heart. 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 skeleton mage skull. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +6% fire Res.pen +15% darkness ----- def ----- Armour +3 Fatigue +2% Resists +9% acid ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Mag +2 Wil dps ---------- Dmg.mod +9% cold Acc +20 (+6 eff.) ----- def ----- Max.HP +40.00 ---------- misc Mana/s.crit +1.00 Light +3 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. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil +6 Cun dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +9% lightning +6% darkness Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning +6% darkness +3% blight Mind.save +9 (+5 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Con dps ---------- Dmg.mod +12% darkness +3% physical Res.pen +15% darkness ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.47 cold and 13.68 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun dps ---------- Melee+ 8 physical Ranged+ 9 physical Dmg.mod +6% acid On Hit (Melee): * 11% chance to reduce all saves and defense by 20 On Hit (Ranged): * 11% chance to reduce all saves and defense by 20 ----- def ----- Resists +12% acid +5% arcane Max.HP +45.00 HP.reg +8.00 Heal.mod +11% Stun/Frz- +21% ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +10 Mag +3 Wil dps ---------- Spell.crit +3% ---------- misc Mana/turn +0.19 Max.mana +29.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +16.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 20 While equipped: Stats +7 Str +6 Dex +3 Mag +13 Wil +5 Cun +12 Con dps ---------- Phys.crit +8.0% Crit.mult +25.00% Res.pen +10% mind Apr +7 On Hit (Melee): * 20 arcane resource burn ----- def ----- Max.HP +42.00 One-handed war axes. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +4 Mag +2 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Armour +2 Fatigue +3% HP.reg +6.00 Disarm- +20% ---------- misc Stam/turn +1.10 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +4 Str +4 Dex +9 Mag +4 Wil +4 Cun +9 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) Silence- +0% Confus- +75% Pinning- +5% Stun/Frz- +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Apr +2 On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Defense +11 (+6 eff.) Resists +3% acid +3% mind +18% lightning Max.HP +71.00 Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Mana/turn +0.13 Max.mana +20.00 Amulets make your neck look great! |
Inventory
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% light +10% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Fatigue -5% Resists +9% lightning ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 mind On Hit.r1 +8 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 100 damage While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +5 (+1 eff.) Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +3% nature Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego+] Nature Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +22.00 Blunt and deadly. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Resists +0% lightning A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Cun +2 Con dps ---------- Res.pen +15% fire ----- def ----- Armour +3 Fatigue +2% Phys.save +10 (+4 eff.) Mind.save +11 (+6 eff.) ---------- misc Equi/ret +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Dex +2 Mag +6 Cun dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness Melee Ret 6 light ----- def ----- Armour +1 Resists +6% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Mag +4 Con dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +2 Defense +25 (+13 eff.) Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Disease- +20% Disarm- +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Wil +3 Cun dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 114.3 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +3% darkness +6% cold Crit.dmg- 10.00% Mind.save +3 (+2 eff.) ---------- misc Light +3 Breathe water A cap made of leather. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
potent healing salve [power 156] potent healing salve [power 156]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 156 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Dmg.mod +18% darkness Res.pen +5% temporal Acc +4 (+1 eff.) Melee Ret 2 darkness ----- def ----- Resists +3% darkness +3% temporal ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 387/400 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. |
Achievements
By Evoker Writhing One the Ghoul Writhing One level 10
2nd Summertide 122nd year of Ascendancy at 06:48 see stats
By Evoker Writhing One the Ghoul Writhing One level 21
48th Dusk 122nd year of Ascendancy at 21:28 see stats
By Evoker Writhing One the Ghoul Writhing One level 10
2nd Summertide 122nd year of Ascendancy at 06:45 see stats
By Evoker Writhing One the Ghoul Writhing One level 20
39th Dusk 122nd year of Ascendancy at 21:34 see stats
By Evoker Writhing One the Ghoul Writhing One level 14
10th Dusk 122nd year of Ascendancy at 09:29 see stats
By Evoker Writhing One the Ghoul Writhing One level 6
3rd Mirth 122nd year of Ascendancy at 01:12 see stats
By Evoker Writhing One the Ghoul Writhing One level 10
9th Flare 122nd year of Ascendancy at 16:38 see stats
By Evoker Writhing One the Ghoul Writhing One level 22
50th Dusk 122nd year of Ascendancy at 01:47 see stats
By Evoker Writhing One the Ghoul Writhing One level 15
12nd Dusk 122nd year of Ascendancy at 14:10 see stats
Log
Talent Rune: Shielding is ready to use.
Nerurin the gigantic gravity worm's Mind Storm hits Evoker Writhing One for 32 physical, 43 mind (75 total damage).
Evoker Writhing One casts Rune: Shielding.
A shield forms around Evoker Writhing One.
Evoker Writhing One uses Retch.
Evoker Writhing One VOMITS on the ground!
Evoker Writhing One's mental functions have been impaired.
Something hits Evoker Writhing One for (49 absorbed), 0 physical, (65 absorbed), 0 mind (0 total damage).
Your shield crumbles under the damage!
The shield around Evoker Writhing One crumbles.
Evoker Writhing One speeds up in the retch.
Evoker Writhing One speeds up.
Gigantic gravity worm's gravity area effect hits Evoker Writhing One for (16 absorbed), 15 physical (15 total damage).
Evoker Writhing One receives 73 healing from Evoker Writhing One's purging blight area effect.
Nerurin the gigantic gravity worm's gravity area effect hits Evoker Writhing One for 28 physical damage.
Nerurin the gigantic gravity worm's Mind Storm hits Evoker Writhing One for 66 physical, 88 mind (154 total damage).
Ran for 2 turns (stop reason: taken damage).
Something hits Evoker Writhing One for 109 physical, 146 mind (256 total damage).
Evoker Writhing One slows down.
Gigantic gravity worm's gravity area effect hits Evoker Writhing One for 31 physical damage.
Evoker Writhing One receives 73 healing from Evoker Writhing One's purging blight area effect.
Nerurin the gigantic gravity worm's gravity area effect hits Evoker Writhing One for 28 physical damage.
Ran for 2 turns (stop reason: taken damage).
Shadow hits Evoker Writhing One for 32 physical damage.
Evoker Writhing One higher mental functions have been imparied.
Something hits Evoker Writhing One for 103 physical, 138 mind (241 total damage).
Evoker Writhing One the level 23 ghoul writhing one was psyched to death by Nerurin the gigantic gravity worm on level 1 of Sandworm lair.