Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. Items Vault 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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. 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:
Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. 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:
Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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. |
| Campaign | Infinite |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 20 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by Aereba the cold drake hatchling at level 20 on the 15th Dusk 122nd year of Ascendancy at 12:47 / 1 |
Primary Stats
| Strength | 16 (base 12) |
| Dexterity | 19 (base 12) |
| Constitution | 15 (base 12) |
| Magic | 24 (base 12) |
| Willpower | 65 (base 48) |
| Cunning | 55 (base 39) |
Resources
| Mana | 489/489 |
| Psi | 152/262 |
| Life | -10/344 |
| Equilibrium | 10 |
| Psi_feedback | 110/110 |
| Healing Factor | 0.96633001422471 |
| Regeneration | 0.24158250355618 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -3.3333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 26 |
| Crit Chance | 24% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 26 |
| Crit Chance | 24% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| All | +12% |
Defense: Base
| Armour (hardiness) | 14 (27%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 2 |
| Physical Save | 23 |
| Spell Save | 38 |
| Mental Save | 43 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 28% |
| Stoning Resistance | 0% |
| Confusion Resistance | 22% |
| Blind Resistance | 45% |
| Silence Resistance | 20% |
| Bleed Resistance | 50% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| 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 80% efficiency and cooldown mod of 64%. |
| 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 80% efficiency and cooldown mod of 68%. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 48.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Class Talents
| Spell / Meta | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Solipsism | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Thermal Shield |
| talent | Kinetic Shield |
| talent | Mitosis |
| talent | Beyond the Flesh |
| beneficial effect | Improves/gives invisibility (power 12), reducing damage dealt by 0%. Invisibility |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is poisoned, taking 2.00 nature damage per turn and decreasing all heals received by 18%. Insidious Poison |
| detrimental effect | The target is disabled, reducing movement speed by 23% and accuracy by 17. Disable |
| detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 16)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 7)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 8)You completed the challenge and received: Random Artifact: Anydunasta (0 def, 1 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 9)You completed the challenge and received: Random Artifact: Blazedream of thermal psionic shield [power 37] (25 cooldown) | done |
Leave the level in less than 48 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (48) (Level 17)Turns left: 35 You completed the challenge and received: +1 Class Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | Tirakai's Maul (44-57.2 power, 9 apr) Tirakai's Maul (44-57.2 power, 9 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 57.2 Uses stats: 72% Wil, 10% Mag Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +36 dazing lightning When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +6 Dex / +6 Cun / +6 Mag Changes damage: +12% lightning Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Lapis lazuli: Lightning It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 68.30 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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 | warlord's rough leather hat of strength (+4) (0 def, 1 armour) warlord's rough leather hat of strength (+4) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +16 (+8 eff.) Physical power: +7 (+4 eff.) Armour: +1 Fatigue: +1% Changes stats: +6 Str / +4 Wil Changes resistances: +6% physical Physical save: +5 (+2 eff.) Light radius: +6 A hat made of leather. Very stylish. |
| On feet | blood-soaked pair of rough leather boots of speed (0 def, 1 armour) blood-soaked pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +1 Fatigue: +1% Movement speed: +20% A pair of boots made of leather. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 9 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +21% Pinning immunity: +28% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
| On fingers | Bogwitch BogwitchInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% acid / +6% temporal / +3% mind Changes damage: +3% nature Mental save: +6 (+2 eff.) Blindness immunity: +5% Disease immunity: +5% Silence immunity: +20% Confusion immunity: +22% Rings can have magical properties. |
| Around neck | Flashdash the steel amulet Flashdash the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +3 Con Changes resistances: +6% mind / +6% physical Changes damage: +3% fire Cut immunity: +50% Stamina each turn: +0.30 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 306 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | creative thorny mindstar of the jelly (9.5-10.45 power, 24 apr, nature damage) creative thorny mindstar of the jelly (9.5-10.45 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes damage: +4% acid Critical mult.: +6.00% Equilibrium when hit: +0.70 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
| Around waist | insulating hardened leather belt of resilience insulating hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% cold / +5% fire Maximum life: +33.00 A belt that goes around your waist. |
| In off hand | gifted vined mindstar of resolve (5-5.5 power, 18 apr, mind damage) gifted vined mindstar of resolve (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Physical save: +4 (+2 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +2% 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. |
| Cloak | linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +20% nature / +20% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 (+6 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+8 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
steam generator implant (steam 4) steam generator implant (steam 4)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 7) steam generator implant of the sneak (steam 7)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion (resist 10%; cure mental) wild infusion (resist 10%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 14%; cure magical) wild infusion of the duelist (resist 14%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 magical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 16%; cure magical) wild infusion of the psychic (resist 16%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 245 for 4 turns) shielding rune of the psychic (absorb 245 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 245 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 215 for 4 turns) shielding rune of the sneak (absorb 215 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 215 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Filthsmasher FilthsmasherPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes resistances penetration: +10% nature Changes damage: +12% darkness Teleport immunity: +50% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
copper amulet 'Galelady' copper amulet 'Galelady'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 arcane / 12 lightning Changes stats: +3 Str Changes resistances: +5% arcane Amulets can have magical properties. |
Blastbrand the steel ring Blastbrand the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -10% Changes stats: +5 Cun / +2 Mag Changes resistances: +22% acid Changes damage: +11% acid / +12% lightning Light radius: +2 Rings can have magical properties. |
copper ring of lightning (+22%) copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
steel ring 'Olidas' steel ring 'Olidas'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +1 Con Changes resistances: +6% blight / +6% nature / +23% mind Changes damage: +23% mind Poison immunity: +12% Disease immunity: +13% Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 27% Wil, 27% Cun, 10% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 88.11 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 27% Wil, 33% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+10 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
steel greatsword 'Salunor' (23.5-37.6 power, 2 apr) steel greatsword 'Salunor' (23.5-37.6 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * 25% chance to put talents on cooldown When wielded/worn: Changes resistances: +3% nature / +3% cold Cut immunity: +15% Pinning immunity: +5% Massive two-handed swords. |
ash starstaff of illumination (15-18 power, 3 apr, physical element) ash starstaff of illumination (15-18 power, 3 apr, physical element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 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% When wielded/worn: Defense: +7 (+4 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 52.33 light damage. Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32.2 power, 8 apr) River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 72% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+5 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 9.14 cold damage and 9.14 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Eilinynor the Splendourstreak (0 def, 1 armour) Eilinynor the Splendourstreak (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +2 Cun / +5 Lck Changes resistances: +3% light Stealth bonus: +6 Light radius: +1 Infravision radius: +3 A pair of boots made of leather. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 65.71 to 197.13 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 35 turns) iron pickaxe (dig speed 35 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
great healing salve [power 199] great healing salve [power 199]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 80% efficiency and 64% cooldown modifier. It can be used to heal 199, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great pain suppressor salve [power 174] great pain suppressor salve [power 174]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 80% efficiency and 64% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -174 life and reduces all damage by 21% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
Transmogrification Chest 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. |
Blazedream of thermal psionic shield [power 37] (25 cooldown) Blazedream of thermal psionic shield [power 37] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Str / +3 Dex Changes resistances: +6% fire Life regen: +0.20 Maximum stamina: +5.00 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 37 for 7 turns, putting all charms on cooldown for 25 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+2 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 70 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
quick elm totem of cure ailments [power 1] (8 cooldown) quick elm totem of cure ailments [power 1] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. ash wand of clairvoyance 'Tarruharayon' [power 10] (6 cooldown)ash wand of clairvoyance 'Tarruharayon' [power 10] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +6% darkness / +9% temporal Physical save: +6 (+3 eff.) Poison immunity: +10% Disease immunity: +10% It can be used to reveal the area around you, dispelling darkness (radius 10, power 48 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Infinite x10 (Nightmare (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By Pself the Shalore Adventurer level 14
6th Flare 122nd year of Ascendancy at 13:52 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Pself the Shalore Adventurer level 10
10th Mirth 122nd year of Ascendancy at 10:37 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Pself the Shalore Adventurer level 20
13rd Dusk 122nd year of Ascendancy at 10:57 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Pself the Shalore Adventurer level 17
7th Dusk 122nd year of Ascendancy at 09:24 see stats
Log
Aereba the cold drake hatchling hits Pself for (2 to psi shield), 2 to psi, 6 temporal, (1 to psi shield), 0 to psi, 2 cold (9 total damage).
Pself's Beyond the Flesh hits Aereba the cold drake hatchling for 27 lightning, 12 lightning (38 total damage).
Pself receives 3 healing (1 psi heal).
Pself shrugs off some effects!
Pself is not stunned anymore.
Aereba the cold drake hatchling uses Telekinetic Smash.
Pself shrugs off the effect 'Stunned'!
Pself converts some damage to Psi!
Pself hits Aereba the cold drake hatchling for 4 fire, 15 arcane, 4 fire, 15 arcane (38 total damage).
Aereba the cold drake hatchling hits Pself for (14 to psi shield), 12 to psi, 42 physical, (2 to psi shield), 1 to psi, 5 cold, (3 to psi shield), 3 to psi, 9 physical, (2 to psi shield), 2 to psi, 6 fire, (12 to psi shield), 10 to psi, 35 physical, (0 to psi shield), 0 to psi, 1 nature, (2 to psi shield), 2 to psi, 6 temporal, (3 to psi shield), 3 to psi, 9 physical, (2 to psi shield), 2 to psi, 6 fire (152 total damage).
Pself shares damage with her oozes!
Pself converts some damage to Psi!
Pself hits Aereba the cold drake hatchling for 4 fire, 18 arcane (22 total damage).
Aereba the cold drake hatchling's Beyond the Flesh hits Pself for (11 to psi shield), 9 to psi, 32 physical, (0 to psi shield), 0 to psi, 1 nature, (2 to psi shield), 1 to psi, 3 temporal, (3 to psi shield), 1 to psi, 4 physical, (2 to psi shield), 1 to psi, 3 fire (56 total damage).
Pself is confused and fails to use Phase Door.
Pself's Beyond the Flesh performs a melee critical strike against Aereba the cold drake hatchling!
Talent Create Tinker is ready to use.
Talent Teleport is ready to use.
Talent Maelstrom is ready to use.
Pself shares damage with her oozes!
Pself converts some damage to Psi!
Insidious Poison from Aereba the cold drake hatchling hits Pself for (0 to psi shield), 0 to psi, 0 nature (1 total damage).
Aereba the cold drake hatchling hits Pself for (2 to psi shield), 1 to psi, 3 temporal, (1 to psi shield), 0 to psi, 2 cold (5 total damage).
Pself's Beyond the Flesh hits Aereba the cold drake hatchling for 74 lightning, 34 lightning (108 total damage).
Pself receives 4 healing (1 psi heal).
Aereba the cold drake hatchling uses Blinding Powder.
Pself is disabled.
Aereba the cold drake hatchling hits Pself for damage.
Saving game...
