










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Demonologist: ReSeeded ReAnimated 1.7.6Updated the legendary Mr Frog's Demonologist: ReSeeded addon to work on newer versions, merged the Demon Seeds Plus addon by Erenion and all Demon Seeds are now able to be levelled infinitely. I also added some small changes for myself - killing enemies will now heal and resurrect both equipped seeds and seeds in inventory, prioritising equipped ones. The last talent in Demonic Pact will, in addition to Mr Frog's changes, also summon a demon on entering combat, just like in the vanilla version of the game. Original Demon Seeds Plus addon description: Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). Original Demonologist: ReSeeded addon description: A full redesign of the Demonologist class, featuring rewritten flavour text, enhanced QoL, some enhanced visuals, and many, many balance and design changes to talents intended to reduce tedium and enhance gameplay diversity while holding true to Demonologist's core gameplay as a heavily-armored melee/caster hybrid. Features include: An entirely new talent tree: Bloodbinding, replacing Combat Techniques and Combat Veteran. Lay down hexing circles to strip foes' strength and restore your stamina, and go for their throats with a deadly gap closer that strikes without fail! No more tedious sustain management: Osmosis Shield, Rain of Fire, and similar talents have all been reworked so that they only drain your Vim when they directly take effect, preserving their functionality while removing the need to manually toggle them off and on to conserve your limited reserves of Vim! Enhanced demon seed management: Demon seeds are now automatically replaced when you acquire a new seed of the same type but greater level, and cleaning all the outdated seeds from your inventory is as quick and easy as pushing a button! Seed descriptions are now more verbose, giving a short explanation of what equipped talents actually do! Rebalanced and redesigned talents: Every single one of Demonologist's unique trees and talents has been given a revamp to improve midfight utility, reduce tedious prebuffing, streamline awkward mechanics, focus their damage output, and provide more sensible scaling that rewards investment in specific aspects of the class! Poor talents have been buffed, broken talents fixed, and centralisation has been moved away from just a few extremely strong skills to a wide array of potential build options, all while preserving the class's core ethos as a spellslinging melee fighter that refuses to die no matter how much punishment it takes! Massively redesigned demon seeds: Ring seed effects are much more diverse, and all other seeds have been rebalanced as well, with improved or all-new effects on the vast majority of seeds. Demon seed talents have been given the same balance and design pass as those of the core class, giving enhanced functionality while maintaining the same wild variety of diabolical techniques to respin the class's basic gameplay! And many more! A (mostly) comprehensive list of changes from basegame can be perused in basegame_changes.txt within the .team file. Truth has many facets, adventurer. Those who walk in darkness can see the light all the more starkly. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Deathknight Vanilla 1.7.6Adds a new warrior subclass with bulwark, arcane blade and necromancer abilities. Nekarcos's Quality of Life 03: Summoning Timer (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Consolidated Artifice 1.7.0Modifies various trap-preparation and tool-preparation tools from the Cunning/Traps and Cunning/Artifice trees to simplify preparation of tools and traps. Trap Priming, Cunning Tools, Intricate Tools and Master Artificer are changed to passive talents that modify the behavior of the expanded trap/tool selection dialogs under Trap Mastery resp. Rogue's Tools, from which all desired trap or tool preparation can be done at once. Frequently Asked Questions: 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 Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: TK Mindstars Are Weapons 1.7.0Modifies Beyond the Flesh and related talents so that telekinetically wielded mindstars are treated as weapons, attacking adjacent foes rather then pulling them in from afar. (One minor exception: the Kinetic Aura, Thermal Aura and Charged Aura talents still follow their original behaviour with mindstars, doing damage to adjacent enemies once per turn rather than extra damage per weapon hit; modifying this behavior was deemed too difficult. We Apologize for the Inconvenience.™) Reformat Item Description 1.7.6Reformat Item Description (non-intrusive)This extension reformats item description text so the keys in Unlike some similar addons, this one is non-intrusive and does not modify the original description code. Hold the Alt key while hovering over an item to view the original, unformatted description.
Notes
Contributions, bug reports, and improvements are welcome: GitHub repository Version history
1.0.2 1.0.1 1.0.0 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.
Bikini Tinker 1.7.0Slightly modifies internal tinker implementation so that attaching or detaching a tinker on a bikini or mankini does not count as taking it off for purposes of the associated achievement. Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Mindstar Mindslayer 1.5.0Adds the Wild Gift/Mindstar Mastery talent tree (unlocked) to Mindslayers. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Telekinetically Swap Tinkers 1.7.0Applies the existing "Gameplay | Swap tinkers" game option when wielding objects in the telekinetic slot via the Telekinetic Grasp talent, so that attached tinkers will (if requested) be transferred automatically from the old telekinetically-wielded item to the new one. (NOTE: If you are using this addon in conjunction with Use Item Shortcuts, you should upgrade the latter to release 2.13.0 or later. Similarly, if you are using this addon in conjunction with ZOmnibus Addon Pack or ZOmnibus Lite, you should upgrade the latter to release 17.7.4 or later.) Proper Possession 1.7.0
Frequently Asked Questions: Breath Variety 1.3.0Wyrmic breaths scale with best of strength, willpower, magic. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Embers of Rage 1.7.4Official Expansion!Brawler combo displayer 1.7.4Displays combo point icon when you get it. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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.
Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Items Vault 1.7.6Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Fine Tune Mindstars 1.7.4Alters the Attune Mindstars talent effect. This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. 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. Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 12 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by elven corruptor at level 12 on the 11st Dusk 122nd year of Ascendancy at 01:10 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 16 (base 13) |
| Constitution | 16 (base 13) |
| Magic | 43 (base 36) |
| Willpower | 29 (base 22) |
| Cunning | 15 (base 11) |
Resources
| Life | -88/239 |
| Mana | 76/272 |
| Vim | 144/144 |
| Healing Factor | 1.1645771506545 |
| Regeneration | 0.29114428766363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 10 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Lightning | +10% |
| Cold | +3% |
| Arcane | +19% |
| Fire | +12% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 30 |
| Mental Save | 15 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Nature | + 21%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 11%( 70%) |
| Darkness | + 23%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Silence Resistance | 41% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (61 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower by +5. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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: * You've found the needed skeleton mage skull. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | [vs. pair of rough leather boots 'Porutha' (0 def, 1 armour) (On feet)]pair of rough leather boots 'Porutha' (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +9 (+4 eff.) (-) defense ------ Armor +1 (-) Resistance +5%(-) arcane +3%(-) blight other ------- Mana-on-crit +2.00 (-) A pair of boots made of leather. |
| Light source | [vs. survivor's brass lantern of health (Light source)]survivor's brass lantern of health 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +7 (+7 eff.) (-) Life +41.00 (-) Healmod +11% (-) 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 | [vs. Shiverquencher the linen wizard hat (1 def, 0 armour) (On head)]Shiverquencher the linen wizard hat (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ On-Hit 0(-10) item manaburn arcane Damage +10%(-) lightning +3%(-) cold When Hit 6(-) cold On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +1 (+1 eff.) (-) Resistance +15%(-) lightning +6%(-) nature +3%(-) darkness +3%(-) blight A pointy cloth hat, very wizardly... |
| Tool | [vs. It Which Writhes (Tool)]It Which Writhes 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3(-) Str +3(-) Dex +3(-) Mag -3(-) Wil +3(-) Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | [vs. copper ring of arcana (+0.13/turn) (On fingers, 1 of 2)]copper ring of arcana (+0.13/turn) 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +21% (-) other ------- Mana/turn +0.13 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. copper ring of arcana (+0.13/turn) (On fingers, 1 of 2)]copper ring of arcana (+0.12/turn) 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +20% (-1%) other ------- Mana/turn +0.12 (-0.01) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. rough leather belt of carrying (Around waist)]rough leather belt of carrying 1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -4% (-) other ------- Encumbrance +21 (-) A belt that goes around your waist. |
| In main hand | [vs. cruel elm magestaff of illumination (10-12 power, 2 apr, arcane element) (In main hand)]cruel elm magestaff of illumination (10-12 power, 2 apr, arcane element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Ego] Nature/Master 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 +7% (-) Critical power +10.00% (-) Spellpower +3 (+1 eff.) (-) Damage +10%(-) arcane defense ------ Defense +5 (+5 eff.) (-) other ------- Light +2 (-) Talents +1.00(-) Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 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 6 that illuminates the area and deals 71.35 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. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]Sludgegrip (0 def, 0 armour) 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4(-) Cun +4(-) Wil offense ------ Mindpower +2 (+1 eff.) (-) Damage +5%(-) nature defense ------ Resistance +10%(-) nature Poison Resist +20% (-) other ------- Masteries +0.20(-) Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | [vs. spellwoven linen robe of darkness (+15%) (0 def, 0 armour) (Main armor)]spellwoven linen robe of darkness (+15%) (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% (-) Spellpower +2 (+1 eff.) (-) Damage +10%(-) darkness defense ------ Resistance +15%(-) darkness +7%(-) all Spell save +15 (+8 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. Lorulin the Staroblivion (1 def, 0 armour) (Cloak)]Lorulin the Staroblivion (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1(-) Mag +1(-) Wil offense ------ Damage +9%(-) arcane +12%(-) fire defense ------ Defense +1 (+1 eff.) (-) Out-of-Phase Defense +5 (-) Out-of-Phase Resistance +5% (-) Out-of-Phase Resilience +5% (-) other ------- Light +2 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. copper amulet of magic (+3) (Around neck)]copper amulet of magic (+3) 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3(-) Mag Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 67; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 67 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, fire, nature, cold)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 3 fire, 5 nature, 4 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 117; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 117 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. copper amulet of magic (+3) (Around neck)]warrior's copper amulet of dexterity (+2) 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex +0(-3) Mag defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
[vs. cruel elm magestaff of illumination (10-12 power, 2 apr, arcane element) (In main hand)]iron battleaxe (17-25 power, 1 apr) 3.0 Encumbrance T1 battleaxe 2H weapon Reqs Str 11 [Normal] Weapon Damage 17.0 - 25.5(+7.0 - +13.5) Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 (-1) Critical Rate +4.5% (+2.0%) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +0% (-7%) Critical power +0.00% (-10.00%) Spellpower +0 (+0 eff.) (-3 (-1 eff.)) Damage +0%(-10%) arcane defense ------ Defense +0 (+0 eff.) (-5 (-5 eff.)) other ------- Light +0 (-2) Talents +0(+-1) Command Staff Massive two-handed battleaxes. |
[vs. cruel elm magestaff of illumination (10-12 power, 2 apr, arcane element) (In main hand)]hateful iron greatmaul (18-27 power, 1 apr) 5.0 Encumbrance T1 greatmaul 2H weapon Reqs Str 11 [Ego] Psionic Weapon Damage 18.0 - 27.0(+8.0 - +15.0) Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 (-1) Critical Rate +0.5% (-2.0%) Attack Speed 100% (-) On-hit +9 darkness Damage Against +9% Living While equipped: offense ------ Spell Crit +0% (-7%) Critical power +0.00% (-10.00%) Spellpower +0 (+0 eff.) (-3 (-1 eff.)) Damage +0%(-10%) arcane defense ------ Defense +0 (+0 eff.) (-5 (-5 eff.)) other ------- Light +0 (-2) Talents +0(+-1) Command Staff Massive two-handed mauls. |
[vs. cruel elm magestaff of illumination (10-12 power, 2 apr, arcane element) (In main hand)]acidic iron mace (11-16 power, 2 apr) 3.0 Encumbrance T1 mace 1H weapon Reqs Str 11 [Ego] Arcane Weapon Damage 11.5 - 16.1(+1.5 - +4.1) Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 (-) Critical Rate +0.5% (-2.0%) Attack Speed 100% (-) On Critical: + Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 While equipped: offense ------ Spell Crit +0% (-7%) Critical power +0.00% (-10.00%) Spellpower +0 (+0 eff.) (-3 (-1 eff.)) Damage +0%(-10%) arcane defense ------ Defense +0 (+0 eff.) (-5 (-5 eff.)) other ------- Light +0 (-2) Talents +0(+-1) Command Staff Blunt and deadly. |
[vs. cruel elm magestaff of illumination (10-12 power, 2 apr, arcane element) (In main hand)]truestriking iron mace of massacre (18-25 power, 2 apr) 3.0 Encumbrance T1 mace 1H weapon Reqs Str 11 [Ego+] Master Weapon Damage 18.0 - 25.2(+8.0 - +13.2) Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 (-) Critical Rate +0.5% (-2.0%) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +0% (-7%) Critical power +0.00% (-10.00%) Spellpower +0 (+0 eff.) (-3 (-1 eff.)) Damage +0%(-10%) arcane Ignore resists +5% physical Accuracy +6 (+6 eff.) Ignore Armor +6 defense ------ Defense +0 (+0 eff.) (-5 (-5 eff.)) other ------- Light +0 (-2) Talents +0(+-1) Command Staff Blunt and deadly. |
[vs. cruel elm magestaff of illumination (10-12 power, 2 apr, arcane element) (In main hand)]nature's mossy mindstar of clarity (3-3 power, 12 apr, mind damage) 3.0 Encumbrance T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature/Psionic Weapon Damage 3.0 - 3.3(-7.0 - -8.7) Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 (+10) Critical Rate +2.5% (-) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +0% (-7%) Mind Crit +1% Critical power +0.00% (-10.00%) Spellpower +0 (+0 eff.) (-3 (-1 eff.)) Mindpower +2 (+1 eff.) Damage +3% nature +0%(-10%) arcane defense ------ Defense +0 (+0 eff.) (-5 (-5 eff.)) Resistance +3% blight Mind save +3 (+3 eff.) Disease Resist +12% other ------- Max psi +10.00 Light +0 (-2) Talents +1 Attune Mindstar +0(+-1) Command Staff 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. |
[vs. cruel elm magestaff of illumination (10-12 power, 2 apr, arcane element) (In main hand)]rough leather sling of fire 4.0 Encumbrance T1 sling 1H weapon Reqs Dex 11 Shoot [Ego] Arcane Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +0 (-2) Critical Rate +0.0% (-2.5%) Attack Speed 100% (-) Range +6 On-ranged-hit +5 fire While equipped: offense ------ Spell Crit +0% (-7%) Critical power +0.00% (-10.00%) Spellpower +0 (+0 eff.) (-3 (-1 eff.)) Damage +0%(-10%) arcane +9% fire defense ------ Defense +0 (+0 eff.) (-5 (-5 eff.)) other ------- Light +0 (-2) Talents +0(+-1) Command Staff Slings are used to hurl stones or metal shots at your foes. |
Demonwake (22/22, 16-19 power, 1 apr)3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Rare] Nature Weapon Damage 16.5 - 19.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 22 Projectile Speed +200% On-ranged-hit +4 acid On-crit, radius 2 +4 acid On Hit: * 20% chance to reduce damage dealt by 14% * 10 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 17 physical damage Shots are used with slings to pummel your foes to death. |
pouch of iron shots of wind (19/19, 12-15 power, 1 apr)3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Ego] Nature Weapon Damage 12.5 - 15.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 19 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 17 physical damage Shots are used with slings to pummel your foes to death. |
iron shield 'Ce'Nuwen' (0 def, 2 armour, 21.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training ,Str 11 [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +4 Dex defense ------ Armor +2 Fatigue +8% Resistance +12% mind +3% acid other ------- Talents +1 Block Handheld deflection devices. |
[vs. spellwoven linen robe of darkness (+15%) (0 def, 0 armour) (Main armor)]linen robe (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Normal] While equipped: offense ------ Spell Crit +0% (-2%) Spellpower +0 (+0 eff.) (-2 (-1 eff.)) Damage +0%(-10%) darkness defense ------ Resistance +0%(-15%) darkness +7%(-) all Spell save +0 (+0 eff.) (-15 (-8 eff.)) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. spellwoven linen robe of darkness (+15%) (0 def, 0 armour) (Main armor)]rough leather armour (3 def, 2 armour) 9.0 Encumbrance T1 light armor Reqs Str 10 [Normal] While equipped: offense ------ Spell Crit +0% (-2%) Spellpower +0 (+0 eff.) (-2 (-1 eff.)) Damage +0%(-10%) darkness defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +0%(-15%) darkness +0%(-7%) all Spell save +0 (+0 eff.) (-15 (-8 eff.)) A suit of armour made of leather. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]rough leather gloves (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Normal] While equipped: Stats +0(-4) Cun +0(-4) Wil offense ------ Mindpower +0 (+0 eff.) (-2 (-1 eff.)) Damage +0%(-5%) nature defense ------ Armor +1 Resistance +0%(-10%) nature Poison Resist +0% (-20%) other ------- Masteries +0.00(-0.20) Wild-gift/Slime 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. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]Spellhunt Remnants (1 def, 2 armour) 1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2(-2) Cun +2(-2) Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) (+2 (+1 eff.)) Damage +5%(-) nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Resistance +0%(-10%) nature Spell save +4 (+2 eff.) Life +20.00 Poison Resist +0% (-20%) other ------- Masteries +0.00(-0.20) Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 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. |
7 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. |
6 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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. |
Achievements
Log
Elven corruptor's Blood Grasp hits Chorus for (93 to time), 0 blight (0 total damage).
Chorus's glacial vapour area effect hits Chorus for (29 to time), 0 cold (0 total damage).
Chorus's glacial vapour area effect hits Elven corruptor for 29 cold damage.
Chorus's arcane area effect hits Elven corruptor for 16 arcane damage.
Weakness Disease from Elven corruptor hits Chorus for (20 to time), 0 blight (0 total damage).
---------- Turn 7 ----------
Chorus is afflicted by a decrepitude disease!
Something hits Chorus for (104 to time), 0 blight (0 total damage).
Chorus's glacial vapour area effect hits Something for 29 cold damage.
Chorus's arcane area effect hits Something for 16 arcane damage.
Your time shield crumbles under the damage!
The fabric of time around Chorus stabilizes to normal.
The powerful time-altering energies generate a restoration field on Chorus.
Chorus is free from the weakness disease.
Talent Manathrust is ready to use.
Decrepitude Disease from Elven corruptor hits Chorus for (15 to time), 4 blight (4 total damage).
---------- Turn 8 ----------
Something hits Chorus for 125 blight damage.
Chorus's glacial vapour area effect hits Something for 29 cold damage.
Chorus receives 32 healing from Temporal Restoration Field.
Decrepitude Disease from Elven corruptor hits Chorus for 20 blight damage.
---------- Turn 9 ----------
Chorus uses Infusion: Wild.
Chorus lessens the pain.
Chorus uses Infusion: Regeneration.
Chorus starts regenerating health quickly.
Chorus's glacial vapour area effect hits Something for 29 cold damage.
Elven corruptor's Soul Rot hits Chorus for 129 blight damage.
Chorus the level 12 cornac archmage was infected to death by an elven corruptor on level 1 of Rhaloren Camp.
---------- Turn 10 ----------


















































































