










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Race: Tinkerer 1.7.5Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. 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:
Improved Auto-explore and Rest 1.7.2Quality 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. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Starter Martial Potion 1.7.4Gives a Potion of Martial Prowess at character creation (currently limited to Wanderer and Adventurer since I could not figure out how to make it work without specifying classes). 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:
Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Shorter Dungeons Redux 1.7.4Reworks the depth, size, EXP, enemies, and drop rates of mid/lategame dungeons. Original inspired by Pigslayer. Items Vault 1.7.6Donators/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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Exploration |
Sex | Male |
Race | Shalore |
Class | Therian |
Level / Exp | 18 / 33% |
Size | big |
Lifes / Deaths | Killed by Xeryth the yellow jelly at level 4 on the 78th Pyre 122nd year of Ascendancy at 17:52 / 37Killed by Neredabeth the giant brown ant at level 4 on the 79th Pyre 122nd year of Ascendancy at 08:48 Killed by Spellblaze Crystal at level 4 on the 79th Pyre 122nd year of Ascendancy at 12:35 Killed by Neriba the white crystal at level 5 on the 1st Mirth 122nd year of Ascendancy at 02:36 Killed by Spellblaze Crystal at level 5 on the 1st Mirth 122nd year of Ascendancy at 03:55 Killed by Spellblaze Crystal at level 5 on the 1st Mirth 122nd year of Ascendancy at 05:18 Killed by Ce'Nada the white crystal at level 6 on the 1st Mirth 122nd year of Ascendancy at 09:03 Killed by Salidamina the thief at level 7 on the 3rd Mirth 122nd year of Ascendancy at 23:50 Killed by Belomina the degenerated skeleton warrior at level 8 on the 5th Mirth 122nd year of Ascendancy at 01:39 Killed by Xerawe the grey mold at level 9 on the 6th Mirth 122nd year of Ascendancy at 09:11 Killed by Polutha the war bear at level 11 on the 7th Mirth 122nd year of Ascendancy at 17:53 Killed by Polutha the war bear at level 11 on the 7th Mirth 122nd year of Ascendancy at 19:54 Killed by Xanewen the green worm mass at level 11 on the 9th Mirth 122nd year of Ascendancy at 05:59 Killed by Mayymirin the polar bear at level 12 on the 9th Mirth 122nd year of Ascendancy at 11:44 Killed by Ivuthra the black bear at level 12 on the 9th Mirth 122nd year of Ascendancy at 23:34 Killed by Gloravena the large brown snake at level 12 on the 10th Mirth 122nd year of Ascendancy at 16:47 Killed by Gloravena the large brown snake at level 12 on the 10th Mirth 122nd year of Ascendancy at 18:11 Killed by Gloravena the large brown snake at level 12 on the 10th Mirth 122nd year of Ascendancy at 19:04 Killed by Gloravena the large brown snake at level 12 on the 10th Mirth 122nd year of Ascendancy at 20:21 Killed by Gloravena the large brown snake at level 12 on the 10th Mirth 122nd year of Ascendancy at 21:48 Killed by Veluldath the deformed brown bear at level 14 on the 2nd Summertide 122nd year of Ascendancy at 12:29 Killed by Veluldath the deformed brown bear at level 14 on the 2nd Summertide 122nd year of Ascendancy at 14:42 Killed by Veluldath the deformed brown bear at level 14 on the 2nd Summertide 122nd year of Ascendancy at 15:30 Killed by Emominn the sick honey tree at level 14 on the 3rd Summertide 122nd year of Ascendancy at 04:45 Killed by Emelyna the sick giant venus flytrap at level 14 on the 3rd Summertide 122nd year of Ascendancy at 09:20 Killed by Poredhethra the deformed brown bear at level 14 on the 3rd Summertide 122nd year of Ascendancy at 14:10 Killed by Velonor the red ooze at level 14 on the 3rd Flare 122nd year of Ascendancy at 21:22 Killed by Velonor the red ooze at level 14 on the 3rd Flare 122nd year of Ascendancy at 22:07 Killed by Zubuseriatha the minotaur at level 14 on the 3rd Flare 122nd year of Ascendancy at 23:30 Killed by Betikira the giant yellow ant at level 14 on the 3rd Flare 122nd year of Ascendancy at 23:57 Killed by Zubuseriatha the minotaur at level 14 on the 4th Flare 122nd year of Ascendancy at 00:33 Killed by Betikira the giant yellow ant at level 14 on the 4th Flare 122nd year of Ascendancy at 01:55 Killed by Zubuseriatha the minotaur at level 15 on the 4th Flare 122nd year of Ascendancy at 03:39 Killed by Betikira the giant yellow ant at level 15 on the 4th Flare 122nd year of Ascendancy at 04:40 Killed by Betikira the giant yellow ant at level 15 on the 4th Flare 122nd year of Ascendancy at 06:01 Killed by Ivysevea the giant black ant at level 15 on the 4th Flare 122nd year of Ascendancy at 10:21 Killed by Ivysevea the giant black ant at level 15 on the 4th Flare 122nd year of Ascendancy at 11:43 |
Primary Stats
Strength | 56 (base 41) |
Dexterity | 42 (base 41) |
Constitution | 53 (base 41) |
Magic | 48 (base 41) |
Willpower | 107 (base 41) |
Cunning | 54 (base 41) |
Resources
Life | 2002/2002 |
Fury | 224/230 |
Stamina | 478/478 |
Equilibrium | 120 |
Healing Factor | 1.6362270451313 |
Regeneration | 32.806352254882 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 11 |
See Stealth | 54.608104306885 |
See Invisible | 7 |
Offense: Mainhand
Damage | 48 |
Accuracy | 62 |
Crit Chance | 50% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 23 |
Accuracy | 62 |
Crit Chance | 51% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +6% |
Fire | +6% |
Physical | +5% |
Mind | +5% |
All | 0% |
Offense: Damage Penetration
Lightning | +28% |
Fire | +13% |
Physical | +18% |
Mind | +18% |
All | +8% |
Defense: Base
Armour (hardiness) | 64.608104306885 (49.443241722754%) |
Defense | 58 |
Ranged Defense | 76 |
Fatigue | -21.187565895029 |
Physical Save | 71 |
Spell Save | 65 |
Mental Save | 77 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 26%( 70%) |
Physical | + 20%( 70%) |
Cold | + 14%( 70%) |
All | + 9%( 70%) |
Lightning | + 28%( 70%) |
Light | + 20%( 70%) |
Temporal | + 14%( 70%) |
Fire | + 40%( 70%) |
Darkness | + 17%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 41% |
Inscriptions (0/0)
Class Talents
Wild-heart / Breath Hydra | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-heart / Heatstroke | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-child / Metal Rending | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-heart / Conflagration | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-heart / Feral Hydra | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-heart / Glare Hydra | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-heart / Mighty Wings | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-heart / Fiery Breath | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-child / Extravagancy | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-heart / Bloodletting Beast | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-heart / Regenerate | 1.00 |
| 1/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Race / Shalore | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-heart / Natural Combat | 1.20 |
| 6/10 |
| 6/10 |
| 6/10 |
| 6/10 |
| 6/10 |
| 6/10 |
| 6/10 |
| 6/10 |
Wild-heart / Noble Animal | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| 6/10 |
| 6/10 |
| 6/10 |
| 0/10 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-heart / Inner Animal | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 6/10 |
| 6/10 |
| 6/10 |
| 6/10 |
Wild-heart / Hydragon | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Wild-heart / Dragon Scales | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Ceaseless Blood |
talent | Splitting Wounds |
talent | Admix Fire |
talent | Hydra Toxin |
talent | Hydra Mixture |
talent | Hydra Chemistry |
talent | Summon Vines |
talent | Weapon Grip |
talent | Recuperate |
talent | Open Veins |
talent | Swordbreaker |
talent | Heatstroke |
talent | Strong-Arm |
beneficial effect | Receiving a stun or sleep effect will remove one Feral head. When all Feral heads are lost, you will incur a severe Accuracy penalty. Feral HeadsTurns until recharge: 9 |
beneficial effect | Receiving a confusion or blind effect will remove one Glare head. When all Glare heads are lost, you will incur a severe Vision penalty. Glare HeadsTurns until recharge: 9 |
beneficial effect | Receiving a silence or fear effect will remove one Drool head. When all Drool heads are lost, you will incur a severe Defense penalty. Drool HeadsTurns until recharge: 9 |
beneficial effect | Decoy heads will sometimes absorb effects that other heads may receive. The chance of absorbing an effect is based on how many heads are present. Decoy HeadsTurns until recharge: 21 |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by Evth. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
You failed to protect the lost warrior from death by storm drake hatchling. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed honey tree root. * You've found the needed length of troll intestine. | active |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str +4 Wil +4 Cun +3 Con offense ------ Mindpower +5 (+1 eff.) Ignore resists +15% lightning defense ------ Armor +3 Resistance +12% lightning Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire Blind Resist +20% Pinning Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Wil offense ------ Damage +3% light Ignore resists +5% fire On-Hit (Melee): * 20% chance to slow global speed by 67% defense ------ Armor +3 Fatigue +3% Resistance +8% blight +12% light Mind save +8 (+2 eff.) other ------- Light +1 A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 5 fire Damage +6% fire defense ------ Armor +2 Resistance +7% fire Unarmed combat: Weapon Damage 22.0 - 24.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 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 16 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. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+2 eff.) defense ------ Blind Resist +21% other ------- Infravision +4 See Stealth +6 See Invis +7 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 blight +12 lightning On-Hit, radius 1 +7 fire On Hit: 20% Epidemic 2 On Hit: * 20% chance to reduce armor by 29% * 8% chance to reduce strength, dexterity, and constitution by 19 While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 29% defense ------ Resistance +3% lightning Disease Resist +13% One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +5 Mag +3 Cun +1 Con offense ------ Damage +3% light defense ------ Resistance +6% lightning +6% temporal A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 59 lightning damage (1/turn) While equipped: offense ------ Damage +10% lightning Ignore resists +5% lightning Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Wil +3 Con offense ------ Critical power +10.00% When Hit 6 darkness defense ------ Defense +2 (+0 eff.) Resistance +9% darkness +6% cold Physical save +8 (+2 eff.) Mind save +6 (+2 eff.) Life +45.00 other ------- Max hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 57.68 to 72.10 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 153 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 562% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +10% nature +10% blight Poison Resist +23% Disease Resist +20% Amulets make your neck look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +9 Con offense ------ Spell Crit +9% Critical power +22.00% Physical Power +5 (+2 eff.) Spellpower +19 (+8 eff.) Damage +20% cold defense ------ Life Regen +1.20 Healmod +28% other ------- Stamina/turn +1.00 Max stamina +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego] Nature Weapon Damage 14.0 - 22.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 nature Massive two-handed swords. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane/Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 nature On-Hit, radius 1 +5 fire Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Master Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +4 darkness On Crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Str offense ------ Physical Crit +6.0% Physical Power +6 (+2 eff.) Accuracy +17 (+4 eff.) Ignore Armor +3 defense ------ Defense +12 (+3 eff.) Disarm Resist +43% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego+] Psionic Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Sharp, long, and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 59 cold damage (1/turn) While equipped: Stats +2 Str offense ------ Damage +7% cold +6% physical Ignore resists +7% cold Accuracy +7 (+2 eff.) Sharp, short and deadly. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Nature While equipped: defense ------ Fatigue -4% Resistance +5% lightning +6% temporal other ------- Encumbrance +22 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Wil +3 Cun +3 Con offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -3% Resistance +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Nature/Master While equipped: offense ------ Accuracy +17 (+4 eff.) defense ------ Defense +6 (+2 eff.) Fatigue -4% Physical save +6 (+2 eff.) Life +44.00 other ------- Max stamina +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +6 (+2 eff.) other ------- Encumbrance +23 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Fatigue -5% Physical save +5 (+2 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +11 (+3 eff.) defense ------ Armor +2 Life Regen +4.00 other ------- Stamina/turn +1.00 Max stamina +15.00 Unarmed combat: Weapon Damage 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+1 eff.) Life +20.00 Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane/Master While equipped: Stats +2 Wil offense ------ Damage +11% darkness defense ------ Defense +1 (+0 eff.) Resistance +16% darkness Physical save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +12% light When Hit 2 light On-Hit (Melee): * 10% chance to reduce damage dealt by 31% defense ------ Armor +1 Fatigue +1% Resistance +3% darkness A cap made of leather. |
![]() 1.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +3 Str +9 Mag +5 Wil +2 Con offense ------ Spell Crit +1% Damage +10% blight +5% arcane When Hit 10 vim draining blight defense ------ Resistance +14% mind Mind save +18 (+5 eff.) Confus Resist +22% other ------- Max vim +25.00 Vimsense: Effective talent level: 2.0 Power cost 25 out of 45/45. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 9% and all saves by 14, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Wil offense ------ Physical Power +10 (+3 eff.) defense ------ Resistance +9% lightning +1% physical Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Evth the Shalore Therian level 10
6th Mirth 122nd year of Ascendancy at 10:54 see stats
By Evth the Shalore Therian level 15
4th Flare 122nd year of Ascendancy at 22:02 see stats
By Evth the Shalore Therian level 9
6th Mirth 122nd year of Ascendancy at 02:21 see stats
By Evth the Shalore Therian level 16
5th Flare 122nd year of Ascendancy at 19:06 see stats
Log
You gain 2.85 gold from the transmogrification of creative thorny mindstar (8-9 power, 24 apr, nature damage).
You gain 1.26 gold from the transmogrification of vined mindstar of life (5-6 power, 18 apr, nature damage).
You gain 0.50 gold from the transmogrification of vined mindstar (4-5 power, 18 apr, mind damage).
You gain 2.35 gold from the transmogrification of dwarven-steel dagger of daylight (16-21 power, 7 apr).
You gain 4.97 gold from the transmogrification of plaguebringer's dwarven-steel waraxe of massacre (26-37 power, 4 apr).
You gain 5.41 gold from the transmogrification of elemental dwarven-steel waraxe of vileness (21-29 power, 4 apr).
You gain 14.78 gold from the transmogrification of dwarven-steel waraxe 'Duskworth' (18-25 power, 4 apr).
You gain 5.66 gold from the transmogrification of truestriking steel waraxe of crippling (12-18 power, 3 apr).
You gain 2.67 gold from the transmogrification of voratun mace of erosion (46-64 power, 6 apr).
You gain 5.21 gold from the transmogrification of warbringer's dwarven-steel mace (26-36 power, 4 apr).
You gain 0.50 gold from the transmogrification of steel mace (14-19 power, 3 apr).
You gain 2.51 gold from the transmogrification of acidic steel mace of daylight (14-20 power, 3 apr).
You gain 3.45 gold from the transmogrification of dwarven-steel greatsword of crippling (34-55 power, 2 apr).
You gain 20.00 gold from the transmogrification of Genocide (42-67 power, 4 apr).
You gain 3.07 gold from the transmogrification of acidic dwarven-steel greatmaul of paradox (40-60 power, 2 apr).
You gain 6.54 gold from the transmogrification of slime-covered steel greatmaul of enduring (28-43 power, 2 apr).
You gain 15.98 gold from the transmogrification of Veluriada the Glowravager (38-57 power, 2 apr).
You gain 3.61 gold from the transmogrification of manaburning dwarven-steel battleaxe of massacre (40-60 power, 2 apr).
You gain 8.90 gold from the transmogrification of enhanced dwarven-steel battleaxe of amnesia (30-44 power, 2 apr).
You gain 1.50 gold from the transmogrification of dwarven-steel battleaxe of amnesia (34-50 power, 2 apr).
You gain 11.30 gold from the transmogrification of dwarven-steel battleaxe 'Squalorprophet' (30-46 power, 2 apr).
You gain 1.45 gold from the transmogrification of arcing dwarven-steel battleaxe of massacre (39-58 power, 2 apr).
You gain 3.47 gold from the transmogrification of surging yew magestaff (20-24 power, 4 apr, cold element).
You gain 7.80 gold from the transmogrification of pixie's gold ring of luminosity.
You gain 3.00 gold from the transmogrification of heroism infusion (die at -100; dur 6; cd 34).
You gain 0.64 gold from the transmogrification of healing infusion (heal 47; cd 13).
There is an exit to the worldmap here (press '' or right click to use).
Evth deactivates Heatstroke.
Evth activates Heatstroke.
Evth is completely beheaded!!