










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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. Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Proper Possession 1.7.0
Frequently Asked Questions: 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: 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:
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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Items Vault 1.7.6Donators/Buyers bonus! Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 | Insane Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 10 / 35% |
| Size | huge |
| Lifes / Deaths | Killed by red crystal at level 3 on the 76th Pyre 122nd year of Ascendancy at 00:15 2 / 2Killed by Xerysevea the skeleton magus at level 10 on the 6th Mirth 122nd year of Ascendancy at 10:12 |
Primary Stats
| Strength | 28 (base 18) |
| Dexterity | 11 (base 12) |
| Constitution | 14 (base 12) |
| Magic | 21 (base 12) |
| Willpower | 34 (base 33) |
| Cunning | 17 (base 12) |
Resources
| Life | 262/262 |
| Insanity | 30/100 |
| Equilibrium | 10 |
| Psi | 86/86 |
| Healing Factor | 1.1572895330003 |
| Regeneration | 0.28932238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +17.583947565532% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Stealth | 7 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 33 |
| Crit Chance | 4% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +5% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 10 |
| Physical Save | 34 |
| Spell Save | 29 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 3%( 70%) |
| Cold | + 5%( 70%) |
| All | 0%( 70%) |
| Lightning | + 15%( 70%) |
| Temporal | + 3%( 70%) |
| Mind | + 11%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Demented / Path of horror | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Scourge drake | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Psionic / Psychic blows | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psionic Disruption |
| talent | Beyond the Flesh |
| talent | Mitosis |
| talent | Force Shield |
Quests
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 tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
Equipment
| Psionic focus | Silelrawyn the Offalnight (14-23 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Psionic Weapon Damage 14.5 - 23.2 Physical Uses 72% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +7 mind On-Hit, radius 1 +8 nature On-crit, radius 2 +12 acid On Hit: * 16% chance to reduce all saves and defense by 17 While equipped: Stats +3 Cun +3 Wil offense ------ Ignore resists +5% light defense ------ Resistance +3% nature Massive two-handed swords. |
| Light source | Gunaruitar the Glitterriver2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% arcane Ignore resists +15% temporal When Hit 2 light defense ------ Resistance +3% temporal Physical save +5 (+2 eff.) Healmod +12% 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 | rough leather cap 'Aeruba' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Mag offense ------ Physical Power +5 (+1 eff.) Accuracy +5 (+3 eff.) defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) other ------- Stamina/turn +2.00 A cap made of leather. |
| On feet | insulating pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Duvudunasta the Nightslice [power 25] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +4 Str offense ------ Physical Crit +1.0% Ignore resists +5% darkness Ignore Armor +2 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | wizard's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +7 See Invisibility +5 Rings make your fingers look great! |
| Around neck | clarifying copper amulet of mastery (0.11 Spell / Master of flesh)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% mind Confus Resist +20% other ------- Masteries +0.11 Spell/Master of flesh Amulets make your neck look great! |
| In main hand | flaming iron greatmaul of massacre (24-37 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 24.5 - 36.8 Physical Uses 72% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-Hit, radius 1 +9 fire Massive two-handed mauls. |
| On hands | iron gauntlets of strength (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +1 Fatigue +1% 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. |
| Around waist | Grinukor the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Defense +15 (+7 eff.) Resistance +3% lightning +3% blight Physical save +9 (+4 eff.) Spell save +7 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
| Cloak | linen cloak 'Stormvalor' (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ When Hit 2 cold defense ------ Defense +6 (+3 eff.) Resistance +12% lightning +6% acid Physical save +6 (+3 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 | Salokira (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Critical power +5.00% When Hit 6 mind defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% fire other ------- Psi when Hit +0.08 A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 81% / cooldown 68%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 81% efficiency and cooldown mod of 68%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 110% / cooldown 76%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 110% efficiency and cooldown mod of 76%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
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. |
schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
iron battleaxe of daylight (13-20 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 13.0 - 19.5 Physical Uses 72% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 light Damage Against +7% Undead Massive two-handed battleaxes. |
iron greatmaul 'Infernoriver' (17-26 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Disrupt Weapon Damage 17.0 - 25.5 Physical Uses 72% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% Damage Against +9% Unnatural While equipped: Stats +3 Wil offense ------ Ignore resists +10% fire defense ------ Physical save +6 (+3 eff.) other ------- Hate-on-crit +2.00 Max stamina +30.00 Max hate +2.00 Massive two-handed mauls. |
iron greatmaul of erosion (18-26 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Nature Weapon Damage 17.5 - 26.2 Physical Uses 72% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +7 nature Massive two-handed mauls. |
hateful iron greatsword (18-28 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Psionic Weapon Damage 17.5 - 28.0 Physical Uses 72% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 darkness Damage Against +9% Living Massive two-handed swords. |
iron greatsword of daylight (16-25 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane Weapon Damage 15.5 - 24.8 Physical Uses 72% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +7 light Damage Against +12% Undead Massive two-handed swords. |
enhanced iron mace (14-19 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego+] Nature Weapon Damage 13.5 - 18.9 Physical Uses 60% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +3 Str +4 Dex +4 Mag +4 Wil +4 Cun +3 Con Blunt and deadly. |
iron mace of crippling (14-19 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego+] Master Weapon Damage 13.5 - 18.9 Physical Uses 60% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Blunt and deadly. |
Duskqueen (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature 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: offense ------ Physical Crit +3.0% Mind Crit +1% Mindpower +2 (+1 eff.) When Hit 2 physical On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Physical save +3 (+1 eff.) Spell save +3 (+2 eff.) Mind save +3 (+3 eff.) other ------- EQ when Hit +0.50 Max stamina +20.00 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. |
horrifying mossy mindstar of life (3-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 3.0 - 3.3 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.) On-Hit 3 mind 3 darkness Damage +3% mind +2% darkness defense ------ Life +11.00 Life Regen +0.60 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. |
mossy mindstar of clarity (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind 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.) defense ------ Mind save +2 (+2 eff.) other ------- Max psi +12.00 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. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+4 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 84.72 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (169). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm vilestaff of illumination (10-12 power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% blight defense ------ Defense +6 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 65.80 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
steel steamgun 'Amasarab'4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 16 Steam Pool [Random Unique] Arcane/Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +8 temporal +7 draining blight Uses 2.0 Steam While equipped: Stats +5 Con +6 Wil offense ------ Physical Crit +2.0% Damage +3% mind Accuracy +9 (+5 eff.) On-Hit (Ranged): * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 17 defense ------ Life +14.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic steel waraxe of massacre (19-27 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 19.0 - 26.6 Physical Uses 60% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 One-handed war axes. |
iron waraxe of phasing (12-16 power, 9 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 11.5 - 16.1 Physical Uses 60% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +3.5% Attack Speed 100% Ignore Shields +11% One-handed war axes. |
Eleniregozor the Ebonylash1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Dex +3 Wil offense ------ Ignore resists +15% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Resistance +6% lightning Crit Resistance 5.00% Life +34.00 A belt that goes around your waist. |
Flashtrencher1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +2 (+0 eff.) defense ------ Resistance +3% lightning +6% fire +9% acid Spell save +6 (+3 eff.) Mind save +6 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +2 (+1 eff.) defense ------ Mind save +5 (+4 eff.) A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Wil defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) Mind save +11 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe of blight (+12%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +12% blight defense ------ Resistance +12% blight +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +3 (+2 eff.) Damage +9% arcane +7% temporal defense ------ Resistance +9% all other ------- Max mana +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aeriyatira the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Cun defense ------ Armor +3 Fatigue +5% Resistance +9% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Woestalker (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex +1 Con offense ------ Ignore resists +15% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Armor +3 Fatigue +1% other ------- Infravision +2 A hat made of leather. Very stylish. |
grounding rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +5% temporal A hat made of leather. Very stylish. |
linen wizard hat of nature (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Defense +1 (+0 eff.) Resistance +16% nature A pointy cloth hat, very wizardly... |
impenetrable steel mail armour of resilience (2 def, 12 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% Life +21.00 A suit of armour made of mail. |
rough leather armour 'Blackraze' (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Nature While equipped: offense ------ Damage +12% darkness defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +3% darkness Life +22.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A suit of armour made of leather. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Singeminister the iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +20% fire defense ------ Resistance +5% arcane Healmod +10% Poison Resist +10% Stun Resist +10% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Arthuleg the brass lantern2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +3% blight When Hit 13 fire defense ------ Resistance +3% blight +6% fire +3% cold Poison Resist +20% Pinning Resist +20% 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. |
brass lantern2.0 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)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. |
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. |
pouch of iron shots of wind (20/20, 14-17 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Nature Weapon Damage 14.5 - 17.4 Physical Uses 92% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 20 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 127 physical damage Shots are used with slings to pummel your foes to death. |
elm wand of shielding [power 110] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
4 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. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Imdi the Ogre Adventurer level 10
5th Mirth 122nd year of Ascendancy at 05:08 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Imdi the Ogre Adventurer level 6
1st Mirth 122nd year of Ascendancy at 19:04 see stats
Log
The shield around Imdi crumbles.
Talent Decaying Grounds is ready to use.
Resting starts...
Imdi is not dazed anymore.
Rested for 2 turns (stop reason: detrimental status effect).
Imdi is dazed!
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
Resting starts...
Imdi is free from the hex.
Talent Tentacled Wings is ready to use.
Talent Rune: Shielding is ready to use.
Imdi is not dazed anymore.
Talent Rune: Shatter Afflictions is ready to use.
Rested for 109 turns (stop reason: all resources and life at maximum).
Connection to online server lost, trying to reconnect.
You pickup 0.70 gold pieces.
Imdi picks up (l.): iron battleaxe of daylight (13-20 power, 1 apr).
Imdi picks up (h.): schematic: Healing Salve.
Imdi picks up (x.): steel steamgun 'Amasarab'.
Imdi picks up (x.): elm vilestaff of illumination (10-12 power, 2 apr, blight element).
Imdi picks up (z.): iron waraxe of phasing (12-16 power, 9 apr).
Imdi picks up (J.): impenetrable steel mail armour of resilience (2 def, 12 armour).
Imdi picks up (J.): linen wizard hat of nature (+16%) (1 def, 0 armour).
Imdi picks up (G.): timebroken woollen robe (0 def, 0 armour).
Imdi picks up (z.): acidic steel waraxe of massacre (19-27 power, 3 apr).












































































