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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Display terrain effects 1.7.4Original code from Plenum ToolTips. This addon displays WHO made WHAT(slime, fire, darkness etc.) stuff on a tile when you mouse over it, before you have to step over it and watch the log. I made this addon so it will compatible with other tooltip mods. If you are already using Plenum ToolTips, this addon is useless. 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: Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit No Ambient Sounds 1.7.5Removes all ambient sounds from the game. This includes removing dog barking, bird screeching, blacksmith sounds, wind, and so on. Monsters will still make their growling and hissing noises while fighting. Enjoy the sweet sound of silence~ https://github.com/sandertyu/tome-no-ambient-sounds ---Changelog--- OldRPG Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. True Full Respec 1.7.6Allow 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: Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: OldRPG Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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.
Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Archery Addons Patch for ToME 1.6.4+ 1.6.4This is a patch for addons with 'archery' talents that have not been updated since the 1.6.4 change to archerPreUse . Assuming they were still functioning as of 1.6.3, this patch should allow them to function once again. I can confirm this works with both Zephyr and Viper class addons, but I have not tested it further. Save files which have been affected by this change will cause the game to flash black and freeze, as will attempting to create a new character that would learn an affected talent at birth, or when learning an affected talent later on, or when an enemy spawns with an affected talent. There will be no error pop-up in game if this happens, but the error can still be found in te4_log.txt and should be repeated many times at the end of the file. If you see an error that refers to an addon and archerPreUse, this patch should solve the issue. 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.] More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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. MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) More Interesting Prodigies 1.7.0Secrets of Telos only requires one piece of the staff and doesn't consume it, and passively boosts equipment with talent on hit (spell) by increasing the level of the spell by 1, and the chance by half or 5%, whichever is greater. Lucky Day is completely reworked, every time you cast it you gain one unique artifact of your choice (that you haven't already found and isn't a quest/plot/lore artifact), but also increases all money gained and damage taken by 10% per cast, stacking multiplicatively. Can be cast any number of times, artifacts gained this way can't be vaulted Generalist replaces Tricky Defenses. When learned, you select one talent category from a different subclass in the same class and learn it unlocked at 1.3 mastery. Bullet Hell replaces Automated Reflex System. Your movement speed is squared (up to 2000%), and all incoming projectiles are randomly assigned a speed between 50% and 300%. (passive) Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Items Vault 1.7.6Donators/Buyers bonus! OldRPG Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Necro Escort 1.7.2Adds a necromancer escort. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file Will conflict with \"Extra Dungeons\" and \"GodMode Merchant\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) OldRPG Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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:
ASCII Tactical Borders 1.7.5Adds an option to the UI tab in Game Options where you can choose a style to overload the "Combined Big" tactical overlay and target cursor used in the "Modern" graphic mode with those used in the "ASCII" graphic mode. The default option is "Thick", which is a properly scaled and more consistent alternative to the official ASCII borders. The "Thick" and "Thin" styles were contributed by rexorcorum. I just like how it looks :) https://github.com/sandertyu/tome-ascii-borders ---Changelog--- Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) 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:
Tier-1 Short Circuit Option 1.7.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Annihilator |
| Level / Exp | 19 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by mutilator at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:30 0 / 6Killed by quasit at level 3 on the 75th Pyre 122nd year of Ascendancy at 13:01 Killed by Zeorgor the wretchling at level 19 on the 47th Haze 122nd year of Ascendancy at 09:07 Killed by Zeorgor the wretchling at level 19 on the 47th Haze 122nd year of Ascendancy at 09:16 Killed by Zeorgor the wretchling at level 19 on the 47th Haze 122nd year of Ascendancy at 09:25 Killed by Krakahan the onilug at level 19 on the 48th Haze 122nd year of Ascendancy at 01:42 |
Primary Stats
| Strength | 40 (base 32) |
| Dexterity | 54 (base 34) |
| Constitution | 56 (base 47) |
| Magic | 12 (base 9) |
| Willpower | 15 (base 11) |
| Cunning | 60 (base 32) |
Resources
| Life | -96/490 |
| Mana | 0/233 |
| Steam | 52/100 |
| Healing Factor | 1.3553768604788 |
| Regeneration | 18.199583493235 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 9 |
| Infravision | 8 |
| See Stealth | 89.753403342673 |
| See Invisible | 89.753403342673 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 66 |
| Crit Chance | 36% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 66 |
| Crit Chance | 36% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Physical | +15% |
| Arcane | +15% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Light | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 16 |
| Physical Save | 42 |
| Spell Save | 14 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 36%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 53%( 70%) |
| Temporal | + 29%( 70%) |
| Physical | + 22%( 70%) |
| Fire | + 34%( 70%) |
| Mind | + 23%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 50% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 70% |
| Poison Resistance | 50% |
| Pinning Resistance | 19% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 32 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 148% efficiency and cooldown mod of 90%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 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. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.2 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Steamtech / Turrets | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Effects
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Infested Ruins. Escort: injured seer (level 1 of Infested Ruins)As a reward you gained talent category Spell / Conveyance (at mastery 0.90). | done |
You failed to protect the injured seer from death by hornet swarm. Escort: injured seer (level 3 of Scintillating Caves) | failed |
You failed to protect the lone alchemist from death by Terinia. Escort: lone alchemist (level 2 of Infested Ruins) | failed |
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. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed xorn fragment. * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed wretchling eyeball. * You've found the needed vial of greater demon bile. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Lisureth the Chargemarrow (0 def, 4 armour) 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Str +4, Con +4 offense ------ Mindpower +10 (+5 eff.) Damage +12% lightning defense ------ Armor +4 Resistance +6% acid, +15% fire Unlife -20.00 life Life Regen +4.00 other ------- Max hate +4.00 Talents +1 Rocket Boots Rush: Puts all charms on 22 turn cooldown Effective talent level: 2.0 Power cost 22 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | Chillgore the pouch of dwarven-steel shots (23/23, 30-36 power, 3 apr) 3.0 Encumbrance T3 shot ammo [Rare] Nature Weapon Damage 30.0 - 36.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 23 On-ranged-hit +20 item expose, +8 nature +12 cold On-Hit, radius 1 +8 cold On-crit, radius 2 +8 mind, +20 cold On Hit: * 20% chance to reduce all saves and defense by 23 While equipped: other ------- Talents +4 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 22 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.64 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.64 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Nerulle the iron helm (0 def, 5 armour) 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Cun +0 defense ------ Armor +5 Fatigue +5% Resistance +6% lightning, +7% temporal +6% mind, +1% physical Spell save +3 (+3 eff.) other ------- Infravision +7 Sight +2 See Stealth +15 See Invisibility +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Bethyratira' (0 def, 3 armour) 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Cun +6, Dex +7 offense ------ Physical Crit +1.0% Critical power +15.00% Physical Power +15 (+5 eff.) Damage +9% physical Accuracy +22 (+6 eff.) Ignore Armor +7 defense ------ Armor +3 Fatigue +3% other ------- Talents +2 Toxic Cannister Launcher Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 18 turn cooldown Effective talent level: 3.0 Power cost 18 out of 20/20. Range 4 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Xerobeth the Skyhunter (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +2 offense ------ Ignore resists +5% lightning When Hit 2 lightning On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Resistance +6% lightning other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Dairogagorn0.1 Encumbrance T3 ring jewelry [Rare] While equipped: Stats Cun +4, Wil +2 offense ------ Critical power +5.00% On-Ranged-Hit 6 frostdusk On-Hit (Melee): * 7% chance to reduce strength, dexterity, and constitution by 7 defense ------ Mind save +18 (+6 eff.) other ------- EQ when Hit +0.04 Psi when Hit +0.04 Rings make your fingers look great! |
| On fingers | obscure steel ring of opulence0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats Lck +5, Cun +6 offense ------ On-Hit 7 void On-Ranged-Hit 4 molten rock defense ------ Mind save +7 (+2 eff.) Golden Rule: (Instant) Effective talent level: 1.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Call upon the power of your wealth to do unto others before they do unto you, gaining 22.93 physical power for 10 turns. You gain 1 physical power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
| Around neck | steel amulet 'Tyrim'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats Dex +5 offense ------ Damage +15% arcane, +6% physical defense ------ Resistance +5% arcane, +3% acid other ------- Max stamina +10.00 Amulets make your neck look great! |
| In main hand | Quadblaster II 4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 25% Range +4 Projectile Speed +600% On-ranged-hit +5 physical On Hit: * chills your foe dealing 25 damage and slowing them by one tenth of a turn Recursive +4 Uses 2.0 Steam As the saying goes, strength in number |
| Around waist | Cord of the Steeled Mind Cord of the Steeled Mind 1.0 Encumbrance T2 belt armor [Unique] Psionic While equipped: offense ------ Mindpower +4 (+2 eff.) defense ------ Physical save +5 (+2 eff.) Mind save +15 (+5 eff.) Confus Resist +20% Stun Resist +20% other ------- Talents +1 Iron Resolve Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 7.5%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
| In off hand | dwarven-steel steamgun 'Prismrebel'4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +4 light, +5 cold Uses 2.0 Steam While equipped: Stats Dex +3 offense ------ Physical Crit +9.0% Damage +11% cold Ignore resists +5% light Accuracy +6 (+2 eff.) defense ------ Resistance +6% cold other ------- Light +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Poncho With No Name (0 def, 0 armour) Poncho With No Name (0 def, 0 armour) 2.0 Encumbrance T2 cloak armor [Unique] Master While equipped: Stats Lck +4, Dex +4 offense ------ Physical Crit +3.0% On-Ranged-Hit 13 physical defense ------ Resistance +30% lightning Resist Against +11% Humanoid Stun Resist +50% After killing a humanoid, gain a stack of Manhunter for 5 Turns. Each stack increases attack by 5, critical damage by 10% and all damage to humanoids by 10% This long hoodless poncho seems like it has seen better days. It is covered in patches from the various bounty hunters that have worn it over the years. |
| Main armor | Ereroddakhad the Startrencher (13 def, 8 armour) 9.0 Encumbrance T4 light armor [Rare] Master While equipped: defense ------ Armor +8 Defense +13 (+7 eff.) Fatigue +8% Resistance +6% temporal, +15% cold Crit Resistance 10.00% Life +20.00 Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% Silence Resist +20% other ------- Light +3 A suit of armour made of leather. |
Inventory
4 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] 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 [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] 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 [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] 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 [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 Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
53 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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Brandresolve (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +2 offense ------ Damage +3% fire When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Resistance +3% acid, +3% fire, +5% arcane Spell save +9 (+7 eff.) Life +20.00 other ------- Max stamina +18.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 175 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. |
potent healing salve [power 276] potent healing salve [power 276]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 90% cooldown modifier. Heal 276 Puts Talent Medical Injector on 13 turn cooldown Medical salve. |
potent pain suppressor salve [power 237] potent pain suppressor salve [power 237]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 90% cooldown modifier. Let you fight up to -237 life and reduces all damage by 16% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 9 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 17] simple frost salve [power 17]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 90% cooldown modifier. Remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 211] simple healing salve [power 211]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 90% cooldown modifier. Heal 211 Puts Talent Medical Injector on 13 turn cooldown Medical salve. |
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. |
barbed pouch of iron shots of venom (11/11, 20-23 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego++] Master Weapon Damage 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +15.0% Capacity 11 On Critical: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%. Damage is based on Cunning. Shots are used with slings to pummel your foes to death. |
pouch of iron shots (22/22, 16-19 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 22 Shots are used with slings to pummel your foes to death. |
crude flash powder0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel fatal attractor0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +3 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel fatal attractor0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +3 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
good focus lens0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +6 Sight +1 See Stealth +10 See Invisibility +10 Tinkers can be attached to normal items to improve them with steam power! |
good focus lens0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +6 Sight +1 See Stealth +10 See Invisibility +10 Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulator0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats Cun +2 defense ------ Mind save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
iron saw projector0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
mastercraft head lamp0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +16 (+4 eff.) other ------- Light +6 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft magnetic shell0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +4 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
simple second skin0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +2.00 Poison Resist +30% Disease Resist +30% Cut Resist +30% Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats Cun +4 defense ------ Mind save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +24% lightning Stun Resist +40% Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats Cun +8 defense ------ Mind save +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats Cun +8 defense ------ Mind save +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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. |
5 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. |
dwarven steel grip0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +80% other ------- Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
Achievements
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Terinia the Doomelf Annihilator level 14
4th Haze 122nd year of Ascendancy at 23:25 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Terinia the Doomelf Annihilator level 18
44th Haze 122nd year of Ascendancy at 20:06 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Terinia the Doomelf Annihilator level 6
76th Pyre 122nd year of Ascendancy at 23:57 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Terinia the Doomelf Annihilator level 10
5th Mirth 122nd year of Ascendancy at 05:37 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Terinia the Doomelf Annihilator level 16
26th Haze 122nd year of Ascendancy at 02:50 see stats
Log
Terinia is cursed.
Krakahan the onilug casts Curse of Vulnerability.
Terinia is cursed.
Talent Supercharge Tinkers is ready to use.
Krakahan the onilug's Soul Rot hits Terinia for (99 exoskeleton), 99 blight (99 total damage).
Onilug casts Curse of Vulnerability.
Krakahan the onilug shoots!
Terinia's supercharge is fading.
Krakahan the onilug's Shoot hits Terinia for (39 reactive armor), (46 exoskeleton), 46 physical, (23 exoskeleton), 23 acid (68 total damage).
Onilug casts Drain.
Onilug hits Terinia for (108 exoskeleton), 108 blight (108 total damage).
Krakahan the onilug shoots!
Krakahan the onilug's Shoot hits Terinia for (37 reactive armor), (43 exoskeleton), 43 physical, (23 exoskeleton), 23 acid (66 total damage).
Onilug casts Channel Staff.
Krakahan the onilug casts Drain.
Krakahan the onilug hits Terinia for (63 exoskeleton), 63 blight (63 total damage).
Talent Hypervision Goggles is ready to use.
Onilug's Channel Staff hits Terinia for (23 exoskeleton), 23 blight (23 total damage).
Onilug casts Soul Rot.
Terinia uses Hypervision Goggles.
Krakahan the onilug casts Soul Rot.
Krakahan the onilug's spell attains critical power!
Talent Implant: Medical Injector is ready to use.
Onilug's Soul Rot hits Terinia for (110 exoskeleton), 110 blight (110 total damage).
Krakahan the onilug's Soul Rot hits Terinia for (15 exoskeleton), 122 blight (122 total damage).
Terinia the level 19 doomelf annihilator was plagued to death by Krakahan the onilug on level 3 of Anteroom of Agony.






































































































