











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official 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:
Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! 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.
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Skeletal Lichform 1.6.0Makes Lichform turn you into a skeleton and not a baconman. Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Oozemancer |
| Level / Exp | 11 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 10th Profit 122nd year of Ascendancy at 01:23 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 17 (base 13) |
| Magic | 10 (base 10) |
| Willpower | 48 (base 36) |
| Cunning | 30 (base 23) |
Resources
| Life | -64/257 |
| Equilibrium | 49 |
| Healing Factor | 1.272941519274 |
| Regeneration | 0.31823537981849 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 26.446758763835 |
| See Invisible | 26.446758763835 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 39 |
| Crit Chance | 8% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 39 |
| Crit Chance | 8% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +10% |
| Nature | +3% |
| Acid | +11% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Fire | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 14.5 (43.579428603723%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 8 |
| Physical Save | 24 |
| Spell Save | 21 |
| Mental Save | 26 |
Defense: Resistances
| Light | + 30%( 70%) |
| Acid | + 16%( 70%) |
| Fire | + 27%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed orc heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +21 Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
| On hands | steady iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +17 (+8 eff.) defense ------ Armor +1 Fatigue +1% Physical save +6 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +21% Unarmed combat: Weapon Damage 11.0 - 15.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +3 Critical Rate +7.0% Attack Speed 83% On Hit: 10% Perfect Control level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Umbrarigor (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mindpower +10 (+4 eff.) Damage +11% acid +3% darkness When Hit 2 darkness defense ------ Defense +1 (+1 eff.) Resistance +16% acid +12% fire other ------- Psi when Hit +0.04 Hate-on-crit +2.00 A pointy cloth hat, very wizardly... |
| Tool | iron torque of mindblast [power 110] (13 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| Around waist | Brightraider the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +6 Wil offense ------ Damage +3% nature Ignore resists +5% fire Against +17% Summoned defense ------ Resistance +15% fire Resist Against +16% Summoned A belt that goes around your waist. |
| Main armor | impenetrable iron mail armour (2 def, 11 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| In off hand | mossy mindstar 'Shiverquill' (2-2 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +8 cold While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+1 eff.) Ignore resists +5% cold When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 other ------- 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. |
| Cloak | Squalorsquall (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Mag +1 Con offense ------ Ignore resists +15% nature defense ------ Defense +7 (+7 eff.) Physical save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | blooming mossy mindstar of resolve (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Spell save +2 (+1 eff.) Healmod +11% Heal-on-summon +12 other ------- 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. |
Inventory
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
nature's mossy mindstar of balance (2-2 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +2% nature defense ------ Resistance +3% blight Physical save +3 (+1 eff.) Spell save +2 (+1 eff.) Mind save +3 (+1 eff.) Disease Resist +11% other ------- EQ when Hit +0.60 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. |
linen robe of lightning (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +15% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sunkin the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Damage +9% lightning +6% darkness Ignore resists +20% fire defense ------ Physical save +5 (+2 eff.) A belt that goes around your waist. |
Vilebait the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Mind Crit +1% On-Hit 6 lightning Damage +4% lightning Ignore resists +15% nature +10% mind defense ------ Armor +1 Resistance +5% lightning Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 lightning On Hit: 10% Lightning Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cuthidraromistir (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con +3 Wil offense ------ Physical Crit +2.0% Physical Power +5 (+3 eff.) Damage +3% mind Accuracy +10 (+5 eff.) defense ------ Defense +1 (+1 eff.) Physical save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Glosema (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Dex offense ------ Physical Crit +3.0% Ignore resists +5% physical defense ------ Armor +1 Fatigue +1% other ------- Stamina when Hit +0.70 EQ when Hit +0.90 A cap made of leather. |
miner's rough leather cap (0 def, 3 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
iron helm 'Charborn' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Dex +1 Cun +1 Mag offense ------ When Hit 6 fire defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
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. |
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. |
3 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. |
119 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. |
Durerach the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +1 Con offense ------ Ignore Armor +1 defense ------ Resistance +1% physical Crit Resistance 15.00% other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
innervating iron torque of psionic shield [power 23] (22 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 22 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of gale force [power 105] (13 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 13 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Oozaholic the Dwarf Oozemancer level 10
7th Profit 122nd year of Ascendancy at 15:29 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Oozaholic the Dwarf Oozemancer level 6
19th Voratun 122nd year of Ascendancy at 07:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Oozaholic the Dwarf Oozemancer level 8
29th Voratun 122nd year of Ascendancy at 14:26 see stats
Log
Oozaholic hits Bill the Stone Troll for 31 nature damage.
Bill the Stone Troll uses Shattering Shout.
Oozaholic is not dazed anymore.
Bloated ooze is not dazed anymore.
Oozaholic shares damage with her oozes!
Bill the Stone Troll hits Bloated ooze for 109 physical damage.
Bill the Stone Troll hits Oozaholic for 71 physical damage.
Bill the Stone Troll killed Bloated ooze!
Talent Slime Spit is ready to use.
LIFE LOST WARNING!
Poison from Bloated ooze hits Bill the Stone Troll for 2 nature damage.
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Oozaholic is confused and fails to use Slime Spit.
Bill the Stone Troll stops being poisoned.
Oozaholic is confused and fails to use Slime Spit.
Oozaholic seems more focused.
Talent Infusion: Healing is ready to use.
Talent Oozebeam is ready to use.
Melee retaliation hits Bill the Stone Troll for 3 darkness damage.
Bill the Stone Troll hits Oozaholic for 134 physical damage.
Oozaholic the level 11 dwarf oozemancer was eviscerated to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.











































































