











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Forbidden Cults 1.7.4Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 28 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Sleeping Belorith at level 28 on the 10th Steel 123rd year of Ascendancy at 09:36 / 1 |
Primary Stats
| Strength | 65 (base 40) |
| Dexterity | 46 (base 13) |
| Constitution | 44 (base 23) |
| Magic | 69 (base 59) |
| Willpower | 19 (base 10) |
| Cunning | 24 (base 11) |
Resources
| Mana | 187/307 |
| Life | -67/804 |
| Positive | 81/131 |
| Stamina | 214/214 |
| Steam | 90/100 |
| Healing Factor | 1.5455007465518 |
| Regeneration | 18.93238414526 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 54 |
| Crit Chance | 29% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Light | +59% |
| Fire | +10% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Fire | +25% |
| Light | +87% |
Defense: Base
| Armour (hardiness) | 93 (88.568973732692%) |
| Defense | 40 |
| Ranged Defense | 46 |
| Fatigue | 31 |
| Physical Save | 31 |
| Spell Save | 40 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 43%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 53%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 58%( 70%) |
| Temporal | + 11%( 70%) |
| Mind | + 9%( 70%) |
| Darkness | + 34%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 32% |
| Silence Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 67% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 423 damage for 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 103 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. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Sun | 1.50 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.50 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Draladin. Escort: worried loremaster (level 4 of Dreadfell) | failed |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 58. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 giant spider spinneret. * You've found the needed warg claw. * You've found the needed red crystal shard. 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 chunk of ghoul flesh. * You've found the needed vampire lord fang. * You've found the needed hummerhorn wing. 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 black mamba head. * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 |
Equipment
| On feet | Cyrygatta the pair of iron boots (0 def, 7 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +7 Fatigue +2% Resistance +7% lightning +6% temporal +15% nature +3% acid Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Shadowpanic the brass lantern2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +4 Wil offense ------ Mindpower +5 (+3 eff.) Damage +3% mind When Hit 2 darkness 11 fire defense ------ Resistance +3% mind +6% fire other ------- 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 | Lisywen the voratun helm (0 def, 5 armour) 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +12 Dex +6 Wil +5 Cun +5 Con offense ------ Mind Crit +1% Critical power +15.00% defense ------ Armor +5 Fatigue +5% Resistance +9% blight Mind save +21 (+9 eff.) Silence Resist +30% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 410.7 Physical damage. If the attack hits, the target is confused (38% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
| On hands | restful dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +13 (+4 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +4.00 other ------- Stamina/turn +0.70 Max stamina +10.00 Talents +4 Project Saw 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. |
| Tool | Oluromikan the Glimmerwreath (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Ignore resists +25% fire defense ------ Armor +4 Defense +5 (+2 eff.) Resistance +9% light +7% physical other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +1 Mag offense ------ On-Hit 18 light On-Ranged-Hit 13 light Damage +11% light defense ------ Armor +8 Rings make your fingers look great! |
| On fingers | Yvatha0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex +2 Mag +4 Cun offense ------ Physical Crit +4.0% Spellpower +5 (+1 eff.) Accuracy +20 (+6 eff.) When Hit 4 acid defense ------ Crit Resistance 5.00% Physical save +3 (+1 eff.) Rings make your fingers look great! |
| Around neck | Radianceorder0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +5 Str +4 Dex +5 Con offense ------ On-Hit 8 light 8 darkness Damage +8% light +9% darkness Ignore resists +20% light When Hit: * 7% chance to reduce damage dealt by 14% * 7% chance to blind defense ------ Unlife -60.00 life Amulets make your neck look great! |
| In main hand | Dawn's Blade (50-70 power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. The set is complete. Weapon Damage 50.0 - 70.0 Light Uses 25% Mag, 80% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% On-hit +15 light +15 fire Damage Against +25% Undead +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+3 eff.) Damage +32% light +10% fire Ignore resists +25% light other ------- Positive/turn +0.20 Light +2 Cooldown Healing Light -3 Bathe in Light -5 Providence -10 Barrier -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 339.55 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 8/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. This item has been sent to the Item's Vault. |
| Around waist | hardened leather belt of burglary 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck defense ------ Fatigue -16% Stealth +6 other ------- Disarm Traps +5 Encumbrance +40 Infravision +4 A belt that goes around your waist. |
| In off hand | Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. The set is complete. When used to Attack: Weapon Damage 50.0 - 60.0 Light Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +280 While equipped: defense ------ Armor +20 Defense +16 (+6 eff.) Ranged Defense +17 (+6 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+7 eff.) Life Regen +5.00 other ------- Light +3 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. This item has been sent to the Item's Vault. |
| Cloak | Silavea the cashmere cloak (2 def, 7 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Str +6 Dex +2 Con defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +35% cold +6% light +15% nature other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Therapeutic Platemail (4 def, 26 armour) 12.0 Encumbrance T2 massive armor [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con offense ------ Steampower +10 (+5 eff.) When Hit 40 physical defense ------ Armor +26 Defense +4 (+2 eff.) Fatigue +23% Resistance +15% cold +10% fire Healmod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
medical injector implant of the wizard (efficiency 161% / cooldown 65%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 161% efficiency and cooldown mod of 65%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 8)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 Encumbrance 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. |
schematic: Air Recycler0.1 Encumbrance 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. |
2 schematic: Crystal Plating0.1 Encumbrance 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. |
schematic: Explosive Shell0.1 Encumbrance 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. |
4 schematic: Focus Lens0.1 Encumbrance 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. |
schematic: Kinetic Stabiliser0.1 Encumbrance 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. |
2 schematic: Rocket Boots0.1 Encumbrance 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. |
schematic: Rustproof Coating0.1 Encumbrance 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. |
schematic: Second Skin0.1 Encumbrance 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. |
schematic: Solid Shell0.1 Encumbrance 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. |
schematic: Steamgun0.1 Encumbrance 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. |
2 schematic: Waterproof Coating0.1 Encumbrance 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. |
schematic: White Light Emitter0.1 Encumbrance 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. |
Glimmersteel0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +3 Wil offense ------ When Hit 8 light defense ------ Resistance +8% physical other ------- Stamina/turn +0.40 Psi when Hit +0.12 Hate-on-crit +1.00 Amulets make your neck look great! |
Shockworm the dwarven-steel greatmaul (40-61 power, 18 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Arcane Weapon Damage 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +1.5% Attack Speed 100% Ignore Shields +14% On-hit +16 blight On-Hit, radius 1 +20 mind On-crit, radius 2 +8 blight +16 mind While equipped: offense ------ Damage +12% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 16 defense ------ Resistance +6% lightning Massive two-handed mauls. |
dwarven-steel greatmaul (40-60 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Normal] Weapon Damage 40.0 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Massive two-handed mauls. |
quick dwarven-steel greatsword (34-55 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Master Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Dex offense ------ Combat Speed +10% Accuracy +12 (+4 eff.) Massive two-handed swords. |
yew longbow of cold4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +14 cold While equipped: offense ------ Damage +20% cold Longbows are used to shoot arrows at your foes. |
Lisonne (35-49 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +13 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Str +3 Mag offense ------ Physical Crit +13.0% Spell Crit +1% Accuracy +33 (+9 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +27% other ------- Mana-on-crit +2.00 Sharp, long, and deadly. |
dwarven-steel longsword of vileness (24-34 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Arcane Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +11 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 24 Sharp, long, and deadly. |
balanced dwarven-steel mace (30-41 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego] Master Weapon Damage 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +20% Blunt and deadly. |
dwarven-steel mace (26-37 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Normal] Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% Blunt and deadly. |
caller's thorny mindstar of clarity (10-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Weapon Damage 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +7% acid +10% fire +7% cold +5% physical Ignore resists +4% acid +4% fire +4% cold +4% physical defense ------ Mind save +4 (+2 eff.) Heal-on-summon +19 other ------- Max psi +22.00 Max Summons +2 Talents +1 Attune Mindstar 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. |
yew starstaff (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Normal] Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Turbocutter (30-45 power, 23 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 30.0 - 45.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +4.0% Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +16 (+6 eff.) Fatigue +8% other ------- Talents +2 Block Masteries +0.20 Steamtech/Battlefield management +0.20 Steamtech/Sawmaiming Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Wil +8 Mag offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. This item has been sent to the Item's Vault. |
dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Normal] While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
dwarven-steel plate armour (0 def, 11 armour)17.0 Encumbrance T3 massive armor [Normal] While equipped: defense ------ Armor +11 Fatigue +22% A suit of armour made of metal plates. |
swashbuckler's dwarven-steel shield of resilience (0 def, 6 armour, 29-35 power, 85.5 block)7.0 Encumbrance T3 shield armor [Ego+] Nature/Master When used to Attack: Weapon Damage 29.0 - 34.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +86 While equipped: Stats +3 Str +3 Dex offense ------ Accuracy +8 (+3 eff.) defense ------ Armor +6 Fatigue +8% Life +57.00 other ------- Talents +1 Block Handheld deflection devices. |
Corpseriver the quiver of ash arrows (21/21, 21-29 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Arcane Weapon Damage 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 21 On-ranged-hit +20 cold On-Hit, radius 1 +14 fire +20 nature +16 cold On-crit, radius 2 +8 cold On Hit: * 20% chance to slow global speed by 41% Arrows are used with bows to pierce your foes to death. |
flaming quiver of yew arrows of accuracy (18/18, 34-48 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego] Arcane/Master Weapon Damage 34.5 - 48.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +15 Ignore Armor +10 Critical Rate +2.0% Capacity 18 On-Hit, radius 1 +15 fire Arrows are used with bows to pierce your foes to death. |
12 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
207 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance 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. |
4 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Transmogrification Chest2.0 Encumbrance 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. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
warded yew wand of shielding [power 278] (20 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane While equipped: other ------- Wards +2 acid +2 temporal +3 arcane +2 light Talents +1 Ward Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Draladin the Drem Sun Paladin level 20
19th Shortage 122nd year of Ascendancy at 04:32 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Draladin the Drem Sun Paladin level 24
24th Iron 123rd year of Ascendancy at 20:30 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Draladin the Drem Sun Paladin level 20
20th Shortage 122nd year of Ascendancy at 03:57 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Draladin the Drem Sun Paladin level 10
24th Voratun 122nd year of Ascendancy at 10:26 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Draladin the Drem Sun Paladin level 20
19th Shortage 122nd year of Ascendancy at 02:37 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Draladin the Drem Sun Paladin level 25
3rd Steel 123rd year of Ascendancy at 03:49 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Draladin the Drem Sun Paladin level 20
25th Shortage 122nd year of Ascendancy at 02:49 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Draladin the Drem Sun Paladin level 9
23rd Voratun 122nd year of Ascendancy at 00:06 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Draladin the Drem Sun Paladin level 22
18th Iron 123rd year of Ascendancy at 06:49 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Draladin the Drem Sun Paladin level 11
28th Voratun 122nd year of Ascendancy at 04:41 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Draladin the Drem Sun Paladin level 26
7th Steel 123rd year of Ascendancy at 11:46 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Draladin the Drem Sun Paladin level 17
36th Dearth 122nd year of Ascendancy at 08:57 see stats
Log
Dozing Aritira hits Draladin for 46 physical, 56 physical (102 total damage).
Melee retaliation hits Dozing Aritira for 2 light, 1 acid, 17 light, 10 physical, 13 light, 5 light, 2 fire, 1 light, 1 darkness, 2 light, 1 acid, 17 light, 10 physical, 13 light, 5 light, 2 fire, 1 light, 1 darkness (102 total damage).
Sleeping Belorith is no longer influenced by martyrdom.
Sleeping Belorith uses Pulse Detonator.
Sleeping Belorith's tinker attains critical power!
Black Blood Bleeding from Draladin hits Dozing Aritira for 10 light, 7 darkness (17 total damage).
Melee retaliation hits Sleeping Belorith for (1 to psi shield), 1 light, (1 to psi shield), 0 acid, (7 to psi shield), 10 light, (7 to psi shield), 0 physical, (5 to psi shield), 8 light, (2 to psi shield), 3 light, (1 to psi shield), 2 fire, (0 to psi shield), 1 light, 1 darkness (25 total damage).
Black Blood Bleeding from Draladin hits Sleeping Belorith for (4 to psi shield), 6 light, 7 darkness (13 total damage).
Sleeping Belorith's Beyond the Flesh hits Draladin for 106 physical, 5 acid, 5 fire, 29 physical (146 total damage).
Draladin casts Rune: Shielding.
A shield forms around Draladin.
Draladin is confused and fails to use Judgement.
Draladin is knocked back!
Sleeping Belorith's Pulse Detonator hits Draladin for (289 absorbed), 0 physical (0 total damage).
Searing Sight hits Dozing Aritira for 25 light damage.
Searing Sight hits Sleeping Belorith for (10 to psi shield), 15 light (15 total damage).
Searing Sight hits Dozing Cyrebretira for 25 light damage.
Dozing Aritira performs a melee critical strike against Draladin!
Dozing Aritira's blood frenzy intensifies!
Dozing Aritira hits Draladin for (43 absorbed), 0 physical, (40 absorbed), 0 physical (0 total damage).
Melee retaliation hits Dozing Aritira for 1 light, 1 acid, 14 light, 8 physical, 11 light, 4 light, 2 fire, 1 light, 0 darkness, 1 light, 1 acid, 14 light, 8 physical, 11 light, 4 light, 2 fire, 1 light, 0 darkness (87 total damage).
Your shield crumbles under the damage!
The shield around Draladin crumbles.
Black Blood Bleeding from Draladin hits Dozing Aritira for 9 light, 6 darkness (15 total damage).
Melee retaliation hits Sleeping Belorith for (1 to psi shield), 1 light, (1 to psi shield), 0 acid, (6 to psi shield), 9 light, (6 to psi shield), 0 physical, (5 to psi shield), 7 light, (2 to psi shield), 2 light, (1 to psi shield), 1 fire, (0 to psi shield), 0 light, 0 darkness, (1 to psi shield), 1 light, (1 to psi shield), 0 acid, (6 to psi shield), 9 light, (6 to psi shield), 0 physical, (5 to psi shield), 7 light, (2 to psi shield), 2 light, (1 to psi shield), 1 fire, (0 to psi shield), 0 light, 0 darkness (42 total damage).
Black Blood Bleeding from Draladin hits Sleeping Belorith for (4 to psi shield), 5 light, 6 darkness (11 total damage).
Sleeping Belorith hits Draladin for 92 physical damage.
Sleeping Belorith's Beyond the Flesh hits Draladin for (51 absorbed), 51 physical, 5 acid, 5 fire, 29 physical (91 total damage).
Draladin the level 28 drem sun paladin was mauled to death by Sleeping Belorith on level 4 of Dreadfell.













































































































