








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. 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! 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: 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
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: Items Vault 1.7.6Donators/Buyers bonus! True Full 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. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
[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 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 | Madness Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Earth Knight |
| Level / Exp | 12 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Mayelemira the large brown snake at level 12 on the 14th Steel 1337th year of Ascendancy at 09:18 / 1 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 27 (base 24) |
| Magic | 34 (base 36) |
| Willpower | 15 (base 12) |
| Cunning | 10 (base 10) |
Resources
| Life | -46/494 |
| Essence | 15/100 |
| Healing Factor | 1.0846736334621 |
| Regeneration | 8.948557476062 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 27 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Cold | +8% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 17 (40%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 18 |
| Physical Save | 26 |
| Spell Save | 31 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 8%( 71%) |
| Physical | + 21%( 75%) |
| Cold | + 56%( 75%) |
| All | + 12%( 75%) |
| Darkness | + 17%( 75%) |
| Temporal | + 20%( 75%) |
| Lightning | + 23%( 75%) |
| Fire | + 21%( 75%) |
| Mind | + 20%( 75%) |
Defense: Immunities
| Teleport Resistance | 12% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 24% |
| Silence Resistance | 46% |
| Stun Resistance | 34% |
| Poison Resistance | 10% |
| Knockback Resistance | 23% |
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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 78 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Battle Dancer | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Terramorphism | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Terrakinesis | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Terramancy | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Flexible Combat Training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
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. | active |
Equipment
| On feet | Getudrasin (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: defense ------ Armor +1 Resistance +6% mind +3% temporal Mind save +3 (+2 eff.) Healmod +20% Poison Resist +10% Disease Resist +10% Silence Resist +23% Confus Resist +24% Stun Resist +23% A pair of boots made of leather. |
| Light source | brass lantern 'Chargeresolve'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Ignore resists +5% lightning defense ------ Resistance +6% lightning Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +7 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 | iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Fogfear the elm totem of healing [power 110] (8/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 defense ------ Resistance +3% mind Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Islosebeth the Cobrahacker0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% nature +10% cold defense ------ Resistance +1% physical +20% cold Unlife -40.00 life Pinning Resist +10% Rings make your fingers look great! |
| On fingers | copper ring of arcana (+0.12/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +23% other ------- Mana/turn +0.12 Rings make your fingers look great! |
| Around waist | rough leather belt 'Blindbrawn'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Str defense ------ Armor +2 Resistance +6% lightning +6% temporal +6% darkness other ------- Stamina/turn +3.00 Max stamina +10.00 A belt that goes around your waist. |
| In main hand | iron waraxe 'Dawnbrace' (12-16 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 nature On-Hit, radius 1 +4 physical While equipped: offense ------ Ignore Armor +2 defense ------ Resistance +2% physical One-handed war axes. |
| On hands | restful iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Psionic While equipped: defense ------ Armor +1 Fatigue +1% Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Unarmed combat: Weapon Damage 12.5 - 17.5 Physical Uses 0% Dex, 0% Cun, 120% Mag 0% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Nightmare level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) 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 (+4 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. |
| Main armor | Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Around neck | copper amulet 'Rhuhell'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str offense ------ On-Hit (Melee): * 10 arcane resource burn * 10% chance to reduce armor by 30% defense ------ Spell save +9 (+4 eff.) Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 108; 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 108 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 |
Quenchbearer the elm starstaff (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Spellpower/crit +6 Damage +10% darkness +3% cold Ignore resists +15% arcane other ------- Infravision +2 See Invisibility +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
slime-covered steel greatsword (22-36 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Disrupt Weapon Damage 22.5 - 36.0 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 12% chance to slow global speed by 43% Massive two-handed swords. |
iron mace (14-19 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 13.5 - 18.9 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
Maluneg the Dimstreaker (18-24 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Random Unique] Disrupt/Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Damage Against +11% Unnatural On Critical: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Wil offense ------ Physical Crit +6.0% Physical Power +5 (+2 eff.) Damage +3% darkness defense ------ Resistance +15% cold +3% temporal Blunt and deadly. |
balanced steel dagger of erosion (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature/Master Weapon Damage 13.0 - 16.9 Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 nature While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +20% Sharp, short and deadly. |
steel dagger of crippling (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 11.5 - 15.0 Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Sharp, short and deadly. |
Satyrmire4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Rare] Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +8 nature On-Hit, radius 1 +12 mind While equipped: Stats +5 Dex +2 Wil offense ------ Mind Crit +2% Damage +6% nature +6% mind Ignore resists +9% physical Longbows are used to shoot arrows at your foes. |
tundral quiver of elm arrows (14/14, 14-19 power, 5 apr)3.0 Encumbrance T1 arrow ammo Reqs Dex 11 [Ego] Nature Weapon Damage 13.5 - 18.9 Physical Uses 0% Dex, 120% Mag, 0% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 14 On-ranged-hit +12 cold On-crit, radius 2 +8 cold Arrows are used with bows to pierce your foes to death. |
deadly pouch of iron shots (13/13, 22-26 power, 1 apr)3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Ego] Master Weapon Damage 21.5 - 25.8 Physical Uses 0% Dex, 120% Mag, 0% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 13 Shots are used with slings to pummel your foes to death. |
iron shield (0 def, 2 armour, 10-13 power, 20.5 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 10.5 - 12.6 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
iron shield of mind resistance (+11%) (0 def, 2 armour, 8-10 power, 22 block)7.0 Encumbrance T1 shield armor [Ego] Psionic When used to Attack: Weapon Damage 8.5 - 10.2 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +22 While equipped: defense ------ Armor +2 Fatigue +8% Resistance +11% mind other ------- Talents +1 Block Handheld deflection devices. |
rough leather armour of acid resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% acid A suit of armour made of leather. |
rejuvenating iron mail armour of resilience (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Life +22.00 Life Regen +2.10 other ------- Stamina/turn +0.50 A suit of armour made of mail. |
steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% acid A suit of armour made of mail. |
light plate armour (0 def, 6 armour)17.0 Encumbrance T1 massive armor [Normal] While equipped: defense ------ Armor +6 Fatigue +16% A suit of armour made of metal plates. |
traveler's pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -2% Physical save +5 (+2 eff.) other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+4 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Lisarin (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +4 (+2 eff.) Damage +9% acid defense ------ Armor +1 Fatigue +1% Resistance +6% acid +6% cold Crit Resistance 5.00% Spell save +3 (+1 eff.) Life Regen +2.00 A cap made of leather. |
Shockbutcher the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Str +2 Wil +3 Con offense ------ Damage +6% lightning Accuracy +15 (+8 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% light Mind save +5 (+3 eff.) other ------- Light +1 A cap made of leather. |
Drilathadur (10 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +5% Resistance +3% temporal +9% nature +3% light Healmod +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
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. |
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. |
powerful elm wand of shielding [power 116] (8/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 150 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Grunt the Dwarf Earth Knight level 10
13rd Steel 1337th year of Ascendancy at 04:00 see stats
Log
Grunt hits Mayelemira the large brown snake for 4 physical damage.
Grunt hits Skeleton mage for 30 physical, 6 nature, 1 arcane, 3 nature, 3 physical, 3 physical (47 total damage).
Grunt killed Skeleton mage!
Talent Impassive Mountain is ready to use.
Bleeding from Mayelemira the large brown snake hits Grunt for (2 mitigated), 24 physical (24 total damage).
Burning from Skeleton mage hits Grunt for (2 mitigated), 11 fire (11 total damage).
Grunt instinctively hardens her skin and ignores the attack!
Grunt repels an attack from Mayelemira the large brown snake.
Grunt's Opal Shield is disrupted by her wounds!
Melee retaliation hits Mayelemira the large brown snake for 11 cold damage.
Mayelemira the large brown snake hits Grunt for (2 mitigated), 19 physical, (0 ignored), 0 fire (19 total damage).
Grunt instinctively hardens her skin and ignores the attack!
Grunt repels an attack from Mayelemira the large brown snake.
Grunt's Earth Bolt is disrupted by her wounds!
Melee retaliation hits Mayelemira the large brown snake for 11 cold damage.
Mayelemira the large brown snake hits Grunt for (2 mitigated), 17 physical, (0 ignored), 0 fire (17 total damage).
Grunt casts Impassive Mountain.
Grunt uses Eldritch Strike.
Grunt misses Mayelemira the large brown snake.
Grunt misses Mayelemira the large brown snake.
Grunt stops burning.
Talent Block is ready to use.
Talent Emerald Shield is ready to use.
Talent Amethyst Shield is ready to use.
Bleeding from Mayelemira the large brown snake hits Grunt for (2 mitigated), 24 physical (24 total damage).
Mayelemira the large brown snake performs a melee critical strike against Grunt!
Melee retaliation hits Mayelemira the large brown snake for 11 cold, 11 cold (23 total damage).
Mayelemira the large brown snake hits Grunt for (2 mitigated), (1 shrugged off), 41 physical (41 total damage).
Grunt the level 12 dwarf earth knight was chopped into tiny pieces to death by Mayelemira the large brown snake on level 3 of Scintillating Caves.
=====================
QUICK Campaign Zones
=====================
Norgos Lair
Scintillating Caves
=====================
QUICK Campaign Perks
=====================
1: Rune: Shatter Afflictions
2: Talents: Lacerating Strikes/Misdirection










































