









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: VampireLord 1.5.3VampireLord class Walk the path of a true vampire lord ! Feast upon your prey, thus increasing your blood pool, drag their corps in you shadow, later you can extract blood from those, event get stats and talent points from them. feedback and comment are welcomed on the relater forum thread changelog v a3.0: (we hunger update) + missing updates
-manipulation implemented (a rip-off form the gloom talent tree with a necrotic aura twist
-added talent tree spell/animous
-added talent tree cursed/fear
-shadowrift implemented (a rip-off from shadowwraith tree at the expanse of blood)
-adding of hunger ... every x turn a percentage of your blood will be conssumed to sustain you hunger
-tweaked other things
v a2.6:
-fixed onTakeHit superload (thanks to StarKeep)
v a2.5:
-re-ajusted "sadism" talents cost
v a2.4:
-fixed exangation dialogue box resolve
v a2.3:
-preUseTalent and postUseTalent should work well now!
v a2.2:
-fix of misstyping (preUseTalent)
v a2.1:
-fixed talents requirement and order for "sadism" talent tree.
v a2.0:
-talent tree "sadism" unleached !!!
v a0.3:
-prevented summons to be added to corpse pool (need to be tested)
v a0.2:
-spellcheck
v a0.1:
-the backbone are stuffed
implemented: blood pool: a resource that add to life, as long as you have blood in your blood pool damage dealt to you will apply on your blood pool instead of your life. sanguinism talent tree - Feast: - Empowerment: - Exsanguation: - Blood Bound: x decrease with talent level while percentage increase. sadism talent tree: -tribute: pay a percentage of your max health to inflict to the target damage based on his max health. -stupeffy: pay a percentage of your max health to cause an aoe that hav a chance to inflict fear to all creature in it plus minorely damaging them. -blood river: pay a percentage of your max blood to cause a large blight aoe that heal you of a percentage of the damage inflicted with it. -pike jungle: pay a percentage of your max health to cause a small pinnig aoe that deal medium phisical damage =Possessor Bonus Class 1.5.4Donators/Buyers bonus! Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Ashes of Urh'Rok 1.5.0Official Expansion!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. Reflected Golem 1.5.0Modifies the Mirror of Reflection, adding the ability to change your golem's appearance. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 50 by the Sanctum 1.1.0Auto-levels your character as you ascend High Peak (similarly to the Escape from Reknor Dwarf start zone), up to level 50 at the top of High Peak. Frequently Asked Questions: Showing Items Tier in Inventory 1.5.10This 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 Items Vault 1.5.0Donators/Buyers bonus! Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. 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.] Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Glove Stats 1.0.6Shows glove combat stats with all classes. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 12 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Isumita the elven guard at level 12 on the 5th Haze 122nd year of Ascendancy at 05:32 2 / 3Killed by Poragamira the rattlesnake at level 12 on the 6th Haze 122nd year of Ascendancy at 23:57 Killed by MKMY at level 12 on the 7th Haze 122nd year of Ascendancy at 00:02 |
Primary Stats
| Strength | 26 (base 12) |
| Dexterity | 21 (base 12) |
| Constitution | 16 (base 12) |
| Magic | 26 (base 13) |
| Willpower | 37 (base 22) |
| Cunning | 42 (base 37) |
Resources
| Mana | 301/301 |
| Psi | 167/167 |
| Vim | 144/144 |
| Life | 292/292 |
| Stamina | 206/206 |
| Hate | 100/100 |
| Healing Factor | 1.0483870967742 |
| Regeneration | 0.26209677419354 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 43 |
| Crit Chance | 22% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Fire | +10% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 28.5 (43.636363636364%) |
| Defense | 34 |
| Ranged Defense | 45 |
| Fatigue | 21 |
| Physical Save | 21 |
| Spell Save | 21 |
| Mental Save | 35 |
Defense: Resistances
| Nature | + 17%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 17%( 70%) |
| Darkness | + 18%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 22% |
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 320 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 71 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Gloom | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Beyond the Flesh |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+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 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * You've found the needed chunk of ghoul flesh. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 out that because the ritual was constructed to make you appear as human, it failed to bind you to the Necromancer. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 Base power: 30.0 - 51.0 Uses stat: 78% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| Light source | Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Halosalen the Sparkmistress (3 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +5% Changes resistances: +9% blight / +3% cold / +6% nature / +3% lightning Stamina when hit: +0.90 Equilibrium when hit: +1.10 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Ashhash the pair of iron boots (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Changes stats: +1 Wil Changes resistances penetration: +10% mind / +10% fire Hate when firing a critical mind attack: +5.00 Maximum psi: +40.00 Mindpower: +2 (+0 eff.) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Aniyablek the iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +1 Str / +2 Dex / +2 Con Changes resistances: +11% nature Changes damage: +6% nature Maximum stamina: +5.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +10 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 101% 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. Rings can have magical properties. |
| On fingers | ElyraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +5 Wil / +5 Cun / +2 Con Silence immunity: +10% Confusion immunity: +20% Knockback immunity: +15% Mindpower: +6 (+2 eff.) Rings can have magical properties. |
| Around neck | starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +12% darkness Blindness immunity: +22% Amulets can have magical properties. |
| In main hand | chilling dwarven-steel greatsword of massacre (50-80 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +13 cold Massive two-handed swords. |
| On hands | Cracklebreacher the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Changes stats: +4 Mag / +2 Wil Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Base power: 9.5 - 13.3 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). Damage Shield penetration (this weapon only): +10% Burst (radius 1) on hit: +4 lightning Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Elamibeth the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% light / +6% darkness Critical mult.: +6.00% Poison immunity: +5% Pinning immunity: +25% A belt that goes around your waist. |
| Cloak | linen cloak 'Hanumas' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Mag / +2 Wil Critical mult.: +12.00% Physical save: +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nerana (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 (+5 eff.) Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +5 Mag / +5 Wil Changes resistances: +11% lightning / +5% arcane Changes resistances penetration: +15% arcane Mental save: +18 (+8 eff.) Psi when hit: +0.24 Spellpower: +15 (+7 eff.) Spell crit. chance: +6% Mindpower: +16 (+5 eff.) Mental crit. chance: +6% A suit of armour made of mail. |
Inventory
copper ring 'Umbraward'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +22% fire Changes resistances penetration: +15% darkness / +20% temporal Changes damage: +11% fire / +6% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +6 (+3 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
dwarven-steel longsword 'Islada' (23.5-32.9 power, 12 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +37% Burst (radius 2) on crit: +8 mind When wielded/worn: Changes stats: +4 Dex / +3 Con Mental save: +9 (+5 eff.) See invisible: +18 Sharp, long, and deadly. |
Ce'Newen the Flashwisp (10-12 power, 2 apr, fire element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 6% chance to blind Changes stats: +4 Cun / +1 Mag Changes resistances: +21% fire Changes damage: +10% fire Grants telepathy: Dragon Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 68.67 light damage. Staves designed for wielders of magic, by the greats of the art. |
blurring rough leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Stealth bonus: +6 Maximum life: +30.00 A belt that goes around your waist. |
rough leather belt 'Taintjam'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +15% temporal Changes damage: +3% temporal Physical save: +5 (+3 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of Iron Throne (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Mag / +2 Wil / +2 Con Spell save: +5 (+2 eff.) Maximum mana: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blood-soaked pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Betissra' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +3 Mag Changes resistances penetration: +15% blight Changes damage: +9% acid / +3% blight Maximum mana: +20.00 Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane When used to modify unarmed attacks: Base power: 9.0 - 12.6 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Damage (Melee): +4 arcane Burst (radius 2) on crit: +5 arcane Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Daimelen the Cinderpulverizer (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 mind / 4 fire Changes resistances: +9% fire Physical save: +12 (+6 eff.) Mental save: +3 (+2 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 A cap made of leather. |
cleansing iron helm of the bounder (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Str / +5 Dex Changes resistances: +6% nature / +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of nature (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% nature Changes damage: +11% nature A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
brass lantern 'Blackfoe'Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex / +5 Cun Changes resistances: +3% darkness / +3% all Changes damage: +3% darkness Spell save: +6 (+3 eff.) Light radius: +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. |
Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 347/400. 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
psionic dwarven-steel torque of psychoportation [power 39] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 39), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By MKMY the Skeleton Adventurer level 10
21st Dusk 122nd year of Ascendancy at 07:51 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By MKMY the Skeleton Adventurer level 10
57th Dusk 122nd year of Ascendancy at 12:13 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By MKMY the Skeleton Adventurer level 8
15th Dusk 122nd year of Ascendancy at 12:25 see stats
Log
MKMY's Beyond the Flesh hits Poragamira the rattlesnake for (8 resist armour), 12 physical (12 total damage).
You have deflected 20 incoming damage!
Your hatred grows even as your life fades! (+4 hate)
Poragamira the rattlesnake hits MKMY for (20 deflected), 21 physical (21 total damage).
MKMY the level 12 skeleton adventurer was impaled to death by Poragamira the rattlesnake on level 3 of Scintillating Caves.
You have 2 life(s) left.
MKMY deactivates Infestation.
MKMY deactivates Shielding.
MKMY is not stunned anymore.
MKMY deactivates Beyond the Flesh.
MKMY deactivates Gloom.
MKMY deactivates Arcane Combat.
MKMY deactivates Deflection.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Poragamira the rattlesnake killed MKMY!
Talent Matter is Energy is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Earthen Missiles is ready to use.
Talent Telekinetic Grasp is ready to use.
Talent Dig is ready to use.
Talent Willful Strike is ready to use.
Today is the 7th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
MKMY activates Gloom.
MKMY activates Beyond the Flesh.
Saving done.
An elite foe has fallen to your hate! (+8 hate)
Saving game...



































































