













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. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 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). 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. 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:
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! 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: 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: Items Vault 1.7.6Donators/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.
|
Campaign | quick |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Skirmisher |
Level / Exp | 30 / 55% |
Size | medium |
Lifes / Deaths | Killed by Emymira the copperhead snake at level 12 on the 14th Steel 1337th year of Ascendancy at 08:45 4 / 2Killed by Ivootz at level 22 on the 17th Steel 1337th year of Ascendancy at 10:47 |
Primary Stats
Strength | 54 (base 43) |
Dexterity | 62 (base 53) |
Constitution | 20 (base 10) |
Magic | 21 (base 22) |
Willpower | 23 (base 17) |
Cunning | 57 (base 51) |
Resources
Life | 943/943 |
Stamina | 224/224 |
Healing Factor | 1.2870588855781 |
Regeneration | 11.442902171207 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +94.871762630217% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 39.757149532781 |
See Invisible | 45.757149532781 |
Offense: Mainhand
Damage | 165 |
Accuracy | 65 |
Crit Chance | 26% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 45 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Cold | +3% |
Physical | +6% |
Light | +22% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 26 (48.594633868923%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0.92380522168512 |
Physical Save | 40 |
Spell Save | 33 |
Mental Save | 42 |
Defense: Resistances
Blight | + 22%( 70%) |
Physical | + 25%( 70%) |
Mind | + 25%( 70%) |
All | + 17%( 70%) |
Darkness | + 34%( 70%) |
Light | + 49%( 70%) |
Temporal | + 9%( 70%) |
Cold | + 34%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Teleport Resistance | 0% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 24% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Tireless Combatant | 1.50 |
| 4/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.50 |
| 4/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Cunning / Called Shots | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Pace Yourself |
talent | Leeching Poison |
talent | Volatile Poison |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
Quests
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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. | active |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% cold defense ------ Armor +1 Fatigue -4% Resistance +3% light Physical save +5 (+2 eff.) Spell save +6 (+3 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master Weapon Damage 74.0 - 88.8 Physical Uses 40% Wil, 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Critical Rate +7.0% Capacity 55 Auto Reload 4 On-ranged-hit +27 cold +8 darkness +20 mind On-Hit, radius 1 +20 darkness +8 temporal On-crit, radius 2 +8 darkness Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 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.(74 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +8 Dex +3 Cun +2 Con defense ------ Armor +3 Fatigue +5% other ------- Light +3 See Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 8 physical Damage +6% physical defense ------ Armor +7 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +8 (+2 eff.) Accuracy +9 (+3 eff.) Ignore Armor +10 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 3.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 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 165% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil offense ------ Critical power +10.00% defense ------ Resistance +10% mind Confus Resist +24% Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T4 sling 1H weapon [Ego+] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On Hit: 10% Shoot 1 While equipped: offense ------ Physical Crit +5.0% Accuracy +12 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ When Hit 8 darkness On-Hit (Melee): * 20% chance to reduce armor by 33% defense ------ Armor +2 Defense +12 (+3 eff.) Physical save +6 (+2 eff.) Stealth +8 other ------- Stamina/turn +2.00 Max stamina +30.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 23.5 - 32.9 Physical Uses 40% Wil, 150% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+2 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Dex +1 Mag +2 Wil +3 Cun offense ------ Damage +12% light defense ------ Defense +1 (+0 eff.) Resistance +6% light Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) defense ------ Resistance +6% blight +7% all Mind save +16 (+5 eff.) Life +44.00 Life Regen +1.70 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 255 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +24% lightning Ignore resists +15% lightning +10% fire +25% light When Hit 8 fire other ------- Light +3 Masteries +0.15 Cunning/Survival +0.15 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% lightning +3% cold defense ------ Resistance +20% lightning +9% cold +3% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +5 Con offense ------ Damage +12% acid defense ------ Defense +30 (+7 eff.) Resistance +6% cold Physical save +10 (+3 eff.) Pinning Resist +20% Rings make your fingers look great! |
![]() 4.0 Encumbrance T1 sling 1H weapon [Rare] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-Hit, radius 1 +4 acid On-crit, radius 2 +4 acid On Hit: * 20% chance to reduce armor by 33% While equipped: offense ------ Physical Crit +1.0% Damage +3% acid +3% mind Accuracy +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Random Unique] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +4 cold On-crit, radius 2 +8 cold On Hit: * 20% chance to reduce armor by 33% While equipped: Stats +2 Str +2 Mag offense ------ Physical Power +7 (+2 eff.) Damage +7% physical +6% temporal +3% cold Ignore resists +6% temporal +7% physical +7% all Accuracy +6 (+2 eff.) Ignore Armor +5 other ------- Reload +2 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Ego+] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +7 fire On Hit: 10% Arcane Vortex 2 While equipped: Stats +2 Mag offense ------ Spellpower +5 (+1 eff.) Damage +5% arcane +9% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T3 shot ammo [Ego+] Arcane/Master Weapon Damage 32.0 - 38.4 Physical Uses 40% Wil, 70% Dex, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +10.0% Capacity 19 Auto Reload 5 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 40% Wil, 140% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 9.0 Encumbrance T1 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +10% blight +10% nature +16% acid A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: defense ------ Armor +6 Resistance +6% acid +1% physical +3% temporal +6% blight Confus Resist +10% Stun Resist +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 5 darkness Damage +3% darkness defense ------ Armor +1 Resistance +5% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: offense ------ Damage +3% darkness +4% temporal +4% light +4% physical defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 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. |
![]() 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 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) 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 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. |
![]() 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 166 power out of 353/400 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. |
Achievements
By Ivootz the Dwarf Skirmisher level 30
21st Steel 1337th year of Ascendancy at 11:53 see stats
By Ivootz the Dwarf Skirmisher level 26
20th Steel 1337th year of Ascendancy at 07:01 see stats
By Ivootz the Dwarf Skirmisher level 10
13rd Steel 1337th year of Ascendancy at 04:54 see stats
By Ivootz the Dwarf Skirmisher level 20
16th Steel 1337th year of Ascendancy at 19:26 see stats
By Ivootz the Dwarf Skirmisher level 30
20th Steel 1337th year of Ascendancy at 18:46 see stats
By Ivootz the Dwarf Skirmisher level 24
19th Steel 1337th year of Ascendancy at 06:13 see stats
By Ivootz the Dwarf Skirmisher level 24
19th Steel 1337th year of Ascendancy at 00:15 see stats
Log
Saving done.
You don't see how to get there...
You don't see how to get there...
Connection to online server lost, trying to reconnect.
Connection to online server established.
Saving game...
New Achievement: A Twist of Fate (Insane (Adventure) difficulty)!
Saving done.
The giant carefully hands you: DaMothafucka (24/55, 74-89 power, 11 apr)
Ivootz wears (replacing self-loading pouch of dwarven-steel shots of crippling (19/19, 32-38 power, 3 apr)): DaMothafucka (24/55, 74-89 power, 11 apr).
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
Zemekkys, Grand Keeper of Reality retunes the fabric of spacetime.
You don't see how to get there...
You don't see how to get there...
Bought: steady reinforced leather sling of recursion for 49.50 gold.
New shimmer option unlocked: reinforced leather sling
Ivootz wears (replacing cured leather sling 'Floeglory'): steady reinforced leather sling of recursion.
Ran for 5 turns (stop reason: didn't move).
=====================
QUICK Campaign Zones
=====================
Norgos Lair
Scintillating Caves
Sandworm lair: Big Worms
Daikara: Volcano
=====================
QUICK Campaign Perks
=====================
1: Infusion: Regeneration
2: Category: Feedback
3: Artifact: Bloodcaller
4: Sandqueen Heart: Normal