











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
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! 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 | Higher |
| Class | Adventurer |
| Level / Exp | 18 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by Vorytta the white wolf at level 11 on the 7th Dusk 122nd year of Ascendancy at 14:38 2 / 3Killed by skeleton magus at level 12 on the 9th Dusk 122nd year of Ascendancy at 18:16 Killed by Nerigassra the deformed treant at level 18 on the 40th Dusk 122nd year of Ascendancy at 07:30 |
Primary Stats
| Strength | 34 (base 23) |
| Dexterity | 13 (base 12) |
| Constitution | 19 (base 12) |
| Magic | 49 (base 45) |
| Willpower | 28 (base 22) |
| Cunning | 25 (base 12) |
Resources
| Life | 428/428 |
| Insanity | 79/100 |
| Psi | 108/108 |
| Vim | 227/227 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 1.3489654071944 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -59.072117830033% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 2 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 39 |
| Crit Chance | 17% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Mind | +3% |
| Cold | +6% |
| Blight | +20% |
| Physical | +7% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Arcane | +5% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 14.113458603961 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 1 |
| Physical Save | 18 |
| Spell Save | 28 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 41%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 25%( 70%) |
| Physical | + 31%( 70%) |
| Fire | + 36%( 70%) |
| Mind | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 66% |
| Confusion Resistance | 22% |
| Silence Resistance | 24% |
| Knockback Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 563% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 111 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Tentacles | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Dark Ritual |
| talent | Abyssal Shield |
| talent | Skate |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Linked to their horror ally gaining 16% all damage resistance. Shared Insanity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 |
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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 | Boltqueller the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Cun offense ------ Mindpower +10 (+5 eff.) defense ------ Armor +1 Resistance +6% mind +3% lightning Silence Resist +24% Confus Resist +22% Stun Resist +23% other ------- Max hate +2.00 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +6 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 | Faledrarin (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Wil +3 Cun +7 Con offense ------ Physical Power +4 (+2 eff.) Ignore resists +5% blight When Hit 2 blight defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
| Tool | overpowered iron torque of mindblast [power 150] (20 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 154 mind damage and silencing them for 4 turns Puts all charms on 20 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
| On fingers | pixie's copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +6 (+1 eff.) Damage +10% acid defense ------ Resistance +20% acid Rings make your fingers look great! |
| Around waist | rough leather belt 'Blazerain'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +23 (+6 eff.) Spellpower/crit +4 Ignore resists +15% mind defense ------ Resistance +3% light Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | Falidan the Cracklestone (17-20 power, 3 apr, blight element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +4% Physical Power +6 (+3 eff.) Spellpower +18 (+4 eff.) Damage +17% blight Ignore Shields +14% Accuracy +6 (+2 eff.) When Hit 8 lightning On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +12 (+8 eff.) Resistance +3% temporal Shield Power +5% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | cinder hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Physical Power +8 (+4 eff.) On-Hit 7 fire Damage +4% fire defense ------ Armor +2 Resistance +6% fire Unarmed combat: Weapon Damage 21.0 - 23.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +9 fire On Hit: 10% Fire Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Eroruidil (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: Stats +4 Cun offense ------ Damage +6% acid +7% physical +6% fire +6% cold Ignore resists +5% arcane defense ------ Resistance +11% acid +11% physical +12% cold +11% fire +7% all other ------- Stamina/turn +3.00 Infravision +1 See Invisibility +3 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Silara' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% mind +3% blight When Hit 4 mind On-Hit (Melee): * 20% chance to reduce armor by 38% * 10% chance to reduce all saves and defense by 20 defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +9% acid +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +12% lightning Stun Resist +22% Amulets make your neck look great! |
Inventory
manasurge rune (regen 600% over 10 turns; mana 30; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 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 600% for 10 turns (15 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove0.1 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: Armour Reinforcement0.1 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: Corrosive 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. |
2 schematic: Deflection Field0.1 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: Fatal Attractor0.1 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: Fireproof 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. |
2 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: Frost 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. |
schematic: Grounding Strap0.1 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: Hook 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: 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: Mental Stimulator0.1 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: Razor Edge0.1 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: Rocket Boots0.1 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: Rustproof 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. |
2 schematic: Saw 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: Second Skin0.1 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. |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
Uloldil the Blackspawn (16-26 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Nature Weapon Damage 16.0 - 25.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 nature +8 darkness On-crit, radius 2 +4 temporal While equipped: Stats +3 Wil offense ------ Damage +3% darkness Ignore Shields +10% defense ------ Resistance +3% temporal Massive two-handed swords. |
ash starstaff 'Velemira' (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +9 (+2 eff.) Damage +15% physical defense ------ Armor +3 Hardiness +3% Resistance +15% mind Physical save +4 (+3 eff.) other ------- Max mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Normal] 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 (+1 eff.) Damage +10% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe 'Nimbusstrider' (15-21 power, 10 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 100% Ignore Shields +11% On-crit, radius 2 +8 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 100 damage On Critical: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 While equipped: defense ------ Resistance +9% lightning +5% arcane One-handed war axes. |
Yvyraba the Shockdeath1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +3 Mag +1 Wil offense ------ Damage +3% lightning defense ------ Resistance +6% lightning +6% temporal +3% darkness A belt that goes around your waist. |
Bukalthorek (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Con offense ------ Physical Crit +2.0% defense ------ Defense +6 (+5 eff.) other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+8 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. |
linen robe 'Gleamdream' (0 def, 2 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +1 Con offense ------ Damage +10% mind Ignore resists +5% light defense ------ Armor +2 Resistance +10% mind +7% all other ------- Stamina/turn +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xanilrata (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +2 Mag +4 Wil +2 Cun +7 Lck offense ------ Physical Crit +3.0% Physical Power +5 (+2 eff.) Ignore Armor +5 defense ------ Armor +3 Resistance +3% nature +6% mind Stealth +7 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
miner's pair of rough leather boots (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +2 other ------- Infravision +1 A pair of boots made of leather. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 9.0 - 9.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gorylathakor the Daybait (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Ignore resists +25% light On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Defense +1 (+1 eff.) Spell save +5 (+3 eff.) Unlife -20.00 life A pointy cloth hat, very wizardly... |
rough leather hat 'Runokor' (20 def, 5 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +5 Defense +20 (+12 eff.) Fatigue +1% Resistance +6% mind Crit Resistance 5.00% Life +40.00 Disarm Resist +10% other ------- Infravision +2 A hat made of leather. Very stylish. |
rough leather armour of the deep (3 def, 3 armour)9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +3 Defense +3 (+3 eff.) Fatigue +6% Resistance +6% acid +5% cold other ------- Breathe water A suit of armour made of leather. |
9 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. |
409 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Silynn' (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Cun offense ------ Mindpower +15 (+8 eff.) Damage +3% mind Ignore resists +20% mind defense ------ Resistance +6% darkness +6% fire other ------- Max hate +6.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
bright brass lantern2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +5 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. |
bright brass lantern of focus2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind other ------- Light +6 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. |
survivor's brass lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+3 eff.) 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. |
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. |
3 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. |
7 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. |
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 Talk to my Worms the Higher Adventurer level 10
1st Flare 122nd year of Ascendancy at 05:28 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Talk to my Worms the Higher Adventurer level 8
78th Pyre 122nd year of Ascendancy at 08:31 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Talk to my Worms the Higher Adventurer level 11
4th Flare 122nd year of Ascendancy at 10:39 see stats
Log
Talent Decayed Devourers is ready to use.
Talent Virulent Disease is ready to use.
Talent Lash Out is ready to use.
Talent Infusion: Healing is ready to use.
Talent Drain is ready to use.
Worm that walks (servant of Talk to my Worms) activates Worm that Walks Link.
Worm that walks (servant of Talk to my Worms) activates Infestation.
Talk to my Worms links closer to his ally!
Worm that walks (servant of Talk to my Worms) links closer to his ally!
Talent Quick as Thought is ready to use.
Worm that walks (servant of Talk to my Worms) activates Ruin.
Talent Infusion: Wild is ready to use.
Talent Horrific Display is ready to use.
Talent Tendrils Eruption is ready to use.
Talent Born into Magic is ready to use.
Talent Abyssal Shield is ready to use.
Talent Surge of Power is ready to use.
Talent Dark Ritual is ready to use.
Talent Wrath of the Highborn is ready to use.
Rested for 34 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Talk to my Worms activates Skate.
Talk to my Worms activates Dark Ritual.
Talk to my Worms activates Abyssal Shield.





















































































