








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Items Vault 1.5.0Donators/Buyers bonus! Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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. Better Item Description 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.10Allows 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. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official 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 | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Archmage |
| Level / Exp | 27 / 51% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 101 (base 58) |
| Willpower | 31 (base 21) |
| Cunning | 46 (base 40) |
Resources
| Life | 533/533 |
| Mana | 335/335 |
| Steam | 100/100 |
| Positive | 0/128 |
| Healing Factor | 1.0164835164835 |
| Regeneration | 2.6936813186813 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +156.20512205326% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 9 |
| Lite | 5 |
| Infravision | 2 |
| Stealth | 10 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 11 |
| Crit Chance | 26% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Acid | +18% |
| Light | +12% |
| Darkness | +33% |
| Blight | +15% |
| Arcane | +66% |
| Fire | +22% |
| All | 0% |
Offense: Damage Penetration
| Light | +25% |
Defense: Base
| Armour (hardiness) | 23 (50%) |
| Defense | 22 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 12 |
| Spell Save | 47 |
| Mental Save | 35 |
Defense: Resistances
| Darkness | + 42%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 17%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 38%( 70%) |
| Fire | + 37%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 66% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
| Silence Resistance | 80% |
| Bleed Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 48% |
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 127 damage for 4 turns. Its effects scale with your Constitution stat. |
| 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shielding |
| talent | Arcane Power |
| talent | Arcane Shield |
| talent | Feather Wind |
| beneficial effect | You have 4 charges. Death Momentum |
| beneficial effect | The target is under the effect of the moons. Decreasing lite and sight radius by 1, increasing stun immunity by 30%, granting 10 stealth and darkness resistance by 30%. Moon Radiance |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of hardened leather boots 'Brenerand' (5 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +5 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +3% Crit.dmg- 15.00% Spell.save +30 (+10 eff.) Disease- +15% Stun/Frz- +15% A pair of boots made of leather. |
| Light source | bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +4 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 | cashmere wizard hat 'Camarak' (2 def, 0 armour) 2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.crit +1% Crit.mult +10.00% Mind.pwr +9 (+4 eff.) Dmg.mod +13% fire ----- def ----- Defense +2 (+1 eff.) Resists +19% fire Shield.pwr +8% Mind.save +6 (+3 eff.) HP.reg +2.40 Heal/summ +20 Silence- +30% A pointy cloth hat, very wizardly... |
| Tool | Aerytira the yew wand of conjuration [power 271] (10 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% blight +6% fire +5% arcane +9% lightning ---------- misc Talents +2 Strike Cooldown Strike -1 Fire a bolt of a random element with (base) damage 136 to 271 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +15 (+4 eff.) Mind.pwr +8 (+3 eff.) Mov.spd +13% Dmg.mod +15% arcane Acc +8 (+6 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Defense +8 (+4 eff.) 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 Activation is instant. "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? |
| On fingers | Zubythra the Glittersnake0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light +18% darkness On Hit (Melee): * 30% chance to blind ----- def ----- Resists +3% light Mind.save +10 (+5 eff.) Confus- +26% ---------- misc Light +1 Rings can have magical properties. |
| Around waist | Blazelady1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +25% light ----- def ----- Spell.save +7 (+3 eff.) Die.at -60.00 life Blind- +10% Confus- +40% Pinning- +10% Knockbk- +10% ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Bokontir the dragonbone starstaff (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 temporal While equipped: Stats +1 Str +1 Mag +2 Wil dps ---------- Phys.crit +10.0% Spell.crit +5% Crit.mult +20.00% Spell.pwr +24 (+6 eff.) S.pwr/crit +8 Dmg.mod +30% arcane ---------- misc Mana/turn +0.26 Max.mana +73.00 Infravis +2 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 51.90 to 62.28 arcane damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets 'Aladundil' (0 def, 13 armour) 1.5 T3 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag dps ---------- Mind.crit +6% Melee+ 8 physical Dmg.mod +6% arcane +5% physical ----- def ----- Armour +13 Mind.save +8 (+4 eff.) Max.HP +55.00 Heal/summ +10 ---------- misc Talents +1 Sand Shredder Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Worm Nest (0 def, 3 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +15% blight ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
| Cloak | Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+5 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.8 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 208.80 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | Xaniyawen the Burnwrecker0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Melee Ret 4 fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +12% fire +17% temporal Pinning- +35% Knockbk- +38% Amulets can have magical properties. |
Inventory
medical injector implant of the warrior (efficiency 96% / cooldown 51%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 96% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
flaming dwarven-steel greatmaul (150% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Power 151% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed mauls. |
nature's thorny mindstar of balance (93% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 93% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +3% nature ----- def ----- Resists +6% blight Phys.save +3 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Disease- +15% ---------- misc Equi/ret +1.00 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 'Curescar' (120% power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Phasing +30% Melee+ +8 arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +21 (+5 eff.) Dmg.mod +20% temporal Phasing +20% Melee Ret 16 nature ----- def ----- Armour +6 Defense +6 (+3 eff.) Resists +6% nature ---------- misc Vim/s.crit +2.00 Wards +2 temporal Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cloudclash the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex +6 Mag +4 Cun dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Fatigue +3% Crit.dmg- 10.00% ---------- misc Light +2 Telepathy Demon/Minor Demon/Major Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 59.21 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Nightmaster the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +8 Wil dps ---------- Res.pen +10% mind Melee Ret 16 darkness ----- def ----- Defense +2 (+1 eff.) Resists +6% darkness Phys.save +10 (+9 eff.) ---------- misc Equi/ret +0.20 Hate/m.crit +2.00 Max.hate +8.00 A pointy cloth hat, very wizardly... |
grounding rough leather hat of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A hat made of leather. Very stylish. |
21 emerald0.0 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. |
Automated Portable Extractor0.0 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. |
16 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Layatha the pouch of dwarven-steel shots (16/38, 140% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Rare] Master Power 140% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +8.0% Capacity 38 Proj.spd +100% Ranged+ +12 physical On Hit.r1 +16 physical On Crit.r2 +12 physical While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Etherina the Whitehoof Archmage level 11
30th Retaking 124th year of Ascendancy at 16:21 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Etherina the Whitehoof Archmage level 10
25th Retaking 124th year of Ascendancy at 04:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Etherina the Whitehoof Archmage level 20
26th Revenge 124th year of Ascendancy at 16:59 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Etherina the Whitehoof Archmage level 14
51st Retaking 124th year of Ascendancy at 05:24 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Etherina the Whitehoof Archmage level 21
37th Revenge 124th year of Ascendancy at 13:01 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Etherina the Whitehoof Archmage level 14
41st Retaking 124th year of Ascendancy at 16:28 see stats
Log
Etherina's spell attains critical power!
Etherina is surging arcane power.
Etherina hits Sunwall guard for 169 lightning damage.
Etherina hits Sun-mage for 176 lightning damage.
Etherina killed Sunwall guard!
Sun-mage casts Searing Light.
Sun-mage hits Etherina for (22 resist armour), (130 absorbed), 0 light (0 total damage).
Talent Manathrust is ready to use.
Sun-mage casts Firebeam.
Sun-mage hits Etherina for (22 resist armour), (83 absorbed), 0 fire (0 total damage).
Etherina casts Manathrust.
Etherina hits Sun-mage for 441 arcane damage.
Etherina killed Sun-mage!
Talent Lightning is ready to use.
Resting starts...
Talent Manathrust is ready to use.
The shield around Etherina crumbles.
Etherina is no longer surging arcane power.
Talent Rune: Shielding is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
Etherina picks up (d.): flaming dwarven-steel greatmaul (150% power, 2 apr).
Etherina deactivates Arcane Shield.
Etherina deactivates Arcane Power.
Etherina deactivates Shielding.
Etherina deactivates Feather Wind.





























































































