






Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. ZOmnibus Addon Pack 1.5.0Combines 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: Ashes of Urh'Rok 1.5.0Official 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 1.5.0Official 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:
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. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Ignore Race/Class Locks 1.1.0Modifies 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.] |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Corruptor |
| Level / Exp | 7 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by arcane blade at level 7 on the 5th Mirth 122nd year of Ascendancy at 10:04 / 1 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 12 (base 12) |
| Magic | 16 (base 14) |
| Willpower | 19 (base 13) |
| Cunning | 14 (base 10) |
Resources
| Life | -8/193 |
| Vim | 102/124 |
| Healing Factor | 1.0164835164835 |
| Regeneration | 0.25412087912087 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 7 |
| Accuracy | 5 |
| Crit Chance | 4% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +17% |
| Mind | +5% |
| Blight | +15% |
| Arcane | +12% |
| Fire | +12% |
| Nature | +12% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 22 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Light | + 22%( 70%) |
| Nature | + 35%( 70%) |
| Darkness | + 32%( 70%) |
| Cold | + 20%( 70%) |
| Fire | + 20%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
| Corruption / Blight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blood | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is on fire, taking 11.14 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
| beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | 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 | active |
Equipment
| On feet | [vs. Eden's Guile (2 def, 1 armour) (On feet)]Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Fatigue: +2% (-) Changes stats: +3(-) Cun Talent masteries: +0.20(-) Cunning / Survival It can be used to boost speed by 27% (based on Cunning), costing 50 power out of 47/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| On fingers | [vs. Armurek the Mirepride (On fingers)]Armurek the Mirepride Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4(-) nature Changes resistances: +24%(-) nature / +9%(-) light Changes damage: +12%(-) nature Spell save: +6 (+3 eff.) (-) Disease immunity: +15% (-) Pinning immunity: +10% (-) Rings can have magical properties. |
| Around neck | [vs. Feathersteel Amulet (Around neck)]Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +20% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | [vs. ash magestaff 'Blazeborn' (111% power, 3 apr, blight element) (In main hand)]ash magestaff 'Blazeborn' (111% power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) Burst (radius 1) on hit: +4(-) fire Burst (radius 2) on crit: +4(-) acid When wielded/worn: Defense: +10 (+6 eff.) (-) Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 0(-15) item acid corrode / 6(-) % chance of confusion Changes damage: +15%(-) blight / +12%(-) fire Talents granted: +1.00(-) Command Staff Physical save: +7 (+7 eff.) (-) Spell save: +7 (+4 eff.) (-) Mental save: +8 (+8 eff.) (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Spellpower: +9 (+4 eff.) (-) Spell crit. chance: +6% (-) Damage Shield penetration: +21% (-) Staves designed for wielders of magic, by the greats of the art. |
| On hands | [vs. rough leather gloves 'Duskfist' (0 def, 1 armour) (On hands)]rough leather gloves 'Duskfist' (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 6(-) darkness Damage when hit (Melee): 8(-) mind Changes resistances: +21%(-) darkness Changes resistances penetration: +10%(-) darkness Changes damage: +17%(-) darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | [vs. bright brass lantern of focus (Light source)]bright brass lantern of focus Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes damage: +5%(-) mind Light radius: +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. |
| Around waist | [vs. rough leather belt 'Aeraba' (Around waist)]rough leather belt 'Aeraba' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 0(-15) item acid corrode Changes resistances: +9%(-) acid / +6%(-) fire / +6%(-) cold Changes resistances penetration: +10%(-) acid Changes damage: +12%(-) arcane A belt that goes around your waist. |
| Main armor | [vs. linen robe (0 def, 0 armour) (Main armor)]linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
[vs. ash magestaff 'Blazeborn' (111% power, 3 apr, blight element) (In main hand)]Hanaridar (111% power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) Damage (Melee): +4 blight Burst (radius 1) on hit: +0(-4) fire Burst (radius 2) on crit: +0(-4) acid When wielded/worn: Physical crit. chance: +13.0% Defense: +0 (+0 eff.) (-10 (-6 eff.)) Damage (Melee): 0(-15) item acid corrode / 0(-6) % chance of confusion / 19 fire Damage when hit (Melee): 8 blight Changes resistances: +6% lightning / +3% temporal Changes damage: +15% lightning / +0%(-12%) fire / +0%(-15%) blight Talents granted: +1.00(-) Command Staff Critical mult.: +42.00% Physical save: +0 (+0 eff.) (-7 (-7 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-8 eff.)) Disease immunity: +10% Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +11 (+5 eff.) (+2 (+1 eff.)) Spell crit. chance: +2% (-4%) See invisible: +9 Damage Shield penetration: +0% (-21%) Staves designed for wielders of magic, by the greats of the art. |
[vs. ash magestaff 'Blazeborn' (111% power, 3 apr, blight element) (In main hand)]This item will automatically be transmogrified when you leave the level. iron greatmaul of massacre (131% power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 131% (+20%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-2) Crit. chance: +0.5% (-2.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) fire Burst (radius 2) on crit: +0(-4) acid When wielded/worn: Defense: +0 (+0 eff.) (-10 (-6 eff.)) Damage (Melee): 0(-6) % chance of confusion / 0(-15) item acid corrode Changes damage: +0%(-15%) blight / +0%(-12%) fire Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-7 (-7 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-8 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-9 (-4 eff.)) Spell crit. chance: +0% (-6%) Damage Shield penetration: +0% (-21%) Massive two-handed mauls. |
[vs. ash magestaff 'Blazeborn' (111% power, 3 apr, blight element) (In main hand)]This item will automatically be transmogrified when you leave the level. Lustrerace the mossy mindstar (72% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% (-38%) Range: 1.1x (-0.1x) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+9) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) fire Burst (radius 2) on crit: +0(-4) acid When wielded/worn: Defense: +0 (+0 eff.) (-10 (-6 eff.)) Effects on melee hit: * 15% chance to blind Damage (Melee): 0(-6) % chance of confusion / 0(-15) item acid corrode Changes resistances penetration: +20% darkness Changes damage: +0%(-15%) blight / +0%(-12%) fire Talent granted: +0(+-1) Command Staff Physical save: +3 (+3 eff.) (-4 (-4 eff.)) Spell save: +3 (+2 eff.) (-4 (-2 eff.)) Mental save: +3 (+3 eff.) (-5 (-5 eff.)) Equilibrium when hit: +0.60 Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-9 (-4 eff.)) Spell crit. chance: +0% (-6%) Mindpower: +2 (+2 eff.) Mental crit. chance: +1% Light radius: +3 Damage Shield penetration: +0% (-21%) 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. ash magestaff 'Blazeborn' (111% power, 3 apr, blight element) (In main hand)]This item will automatically be transmogrified when you leave the level. Serpent's Glare (91% power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 91% (-19%) Range: 1.1x (-0.1x) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 (+12) Crit. chance: +7.0% (+4.0%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) fire Burst (radius 2) on crit: +0(-4) acid Damage conversion: 30% poison When wielded/worn: Defense: +0 (+0 eff.) (-10 (-6 eff.)) Damage (Melee): 0(-6) % chance of confusion / 0(-15) item acid corrode Changes resistances: +10% nature Changes damage: +0%(-15%) blight / +0%(-12%) fire / +10% nature Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-7 (-7 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-8 eff.)) Poison immunity: +50% Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-9 (-4 eff.)) Spell crit. chance: +0% (-6%) Mindpower: +4 (+3 eff.) Mental crit. chance: +2% Damage Shield penetration: +0% (-21%) It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 103.90 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
[vs. ash magestaff 'Blazeborn' (111% power, 3 apr, blight element) (In main hand)]This item will automatically be transmogrified when you leave the level. Dourstrider (87% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% (-24%) Range: 1.1x (-0.1x) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+15) Crit. chance: +3.0% (-) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) fire Burst (radius 2) on crit: +4 darkness / +0(-4) acid When wielded/worn: Physical crit. chance: +1.0% Defense: +0 (+0 eff.) (-10 (-6 eff.)) Damage (Melee): 0(-6) % chance of confusion / 0(-15) item acid corrode Changes stats: +3 Str Changes damage: +0%(-15%) blight / +0%(-12%) fire Talent granted: +0(+-1) Command Staff Physical save: +12 (+12 eff.) (+5 (+5 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-8 eff.)) Stamina each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-9 (-4 eff.)) Spell crit. chance: +0% (-6%) Mindpower: +7 (+4 eff.) Mental crit. chance: +2% Damage Shield penetration: +0% (-21%) 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. ash magestaff 'Blazeborn' (111% power, 3 apr, blight element) (In main hand)]hateful pulsing mindstar (109% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar hates not to be wrathful. Power: 109% (-2%) Range: 1.1x (-0.1x) Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 (+29) Crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) fire Burst (radius 2) on crit: +0(-4) acid When wielded/worn: Defense: +0 (+0 eff.) (-10 (-6 eff.)) Damage (Melee): 0(-6) % chance of confusion / 0(-15) item acid corrode Changes resistances penetration: +10% mind / +9% darkness Changes damage: +0%(-15%) blight / +0%(-12%) fire / +10% mind / +5% darkness Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-7 (-7 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-8 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-9 (-4 eff.)) Spell crit. chance: +0% (-6%) Mindpower: +8 (+5 eff.) Mental crit. chance: +4% Damage Shield penetration: +0% (-21%) 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. ash magestaff 'Blazeborn' (111% power, 3 apr, blight element) (In main hand)]This item will automatically be transmogrified when you leave the level. arcing iron steamsaw (100% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 100% (-11%) Range: 1.5x (+0.3x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-3) Crit. chance: +1.5% (-1.5%) Attack speed: 100% (-) Block value: +8 On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Burst (radius 1) on hit: +0(-4) fire Burst (radius 2) on crit: +0(-4) acid Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) (-8 (-4 eff.)) Fatigue: +4% Damage (Melee): 0(-6) % chance of confusion / 0(-15) item acid corrode Changes damage: +0%(-15%) blight / +0%(-12%) fire Talents granted: +1 Block +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-7 (-7 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-8 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-9 (-4 eff.)) Spell crit. chance: +0% (-6%) Damage Shield penetration: +0% (-21%) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
[vs. ash magestaff 'Blazeborn' (111% power, 3 apr, blight element) (In main hand)]This item will automatically be transmogrified when you leave the level. arcing steel steamsaw of reflection (112% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 112% (+1%) Range: 1.5x (+0.3x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 (+5) Crit. chance: +2.0% (-1.0%) Attack speed: 100% (-) Block value: +25 On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Burst (radius 1) on hit: +0(-4) fire Burst (radius 2) on crit: +0(-4) acid Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+3 eff.) (-6 (-3 eff.)) Fatigue: +6% Damage (Melee): 0(-6) % chance of confusion / 0(-15) item acid corrode Changes resistances: +11% light / +10% darkness Changes damage: +0%(-15%) blight / +0%(-12%) fire Talents granted: +1 Block +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-7 (-7 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-8 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-9 (-4 eff.)) Spell crit. chance: +0% (-6%) Damage Shield penetration: +0% (-21%) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.icy iron shield (4 def, 2 armour, 25 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 5 cold Damage when hit (Melee): 10 ice Talent granted: +1 Block Handheld deflection devices. |
[vs. linen robe (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. iron mail armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% fire A suit of armour made of mail. |
[vs. linen robe (0 def, 0 armour) (Main armor)]steel mail armour 'Poruwe' (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Mag / +5 Con Changes resistances: +18% cold Changes damage: +12% acid Infravision radius: +2 See invisible: +6 A suit of armour made of mail. |
[vs. Eden's Guile (2 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. scholar's pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +1% (-1%) Changes stats: +0(-3) Cun Talent mastery: +0.00(-0.20) Cunning / Survival Spellpower: +4 (+2 eff.) A pair of boots made of leather. |
[vs. rough leather gloves 'Duskfist' (0 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. storm rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 5 lightning / 0(-6) darkness Damage when hit (Melee): 0(-8) mind Changes resistances: +6% lightning / +0%(-21%) darkness Changes resistances penetration: +0%(-10%) darkness Changes damage: +4% lightning / +0%(-17%) darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Charnaught [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +6% fire Changes resistances penetration: +10% fire Changes damage: +18% fire Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws It can be used to remove up to 3 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Sambaraseri's Soul Rot hits Arcane blade for 69 blight damage.
Arcane blade activates Arcane Combat.
Talent Drain is ready to use.
Talent Soul Rot is ready to use.
Sambaraseri casts Drain.
Arcane blade activates Arcane Feed.
Sambaraseri's Drain hits Arcane blade for 58 blight damage.
Sambaraseri is no longer surging arcane power.
Sambaraseri casts Soul Rot.
Sambaraseri's spell attains critical power!
Sambaraseri is surging arcane power.
Arcane blade casts Flame.
Arcane blade's spell attains critical power!
Sambaraseri is on fire!
Arcane blade's Flame hits Sambaraseri for (31 absorbed), 0 fire (0 total damage).
Sambaraseri's Soul Rot hits Arcane blade for 98 blight damage.
The shield around Sambaraseri crumbles.
Burning from Arcane blade hits Sambaraseri for (10 absorbed), 0 fire (0 total damage).
Burning from Arcane blade hits Sambaraseri for 10 fire damage.
Burning from Arcane blade hits Sambaraseri for 10 fire damage.
Sambaraseri casts Rune: Phase Door.
Sambaraseri is out of phase.
Arcane blade casts Flame.
Saving game...
























































