










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Resource Tweaks 1.3.1 Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Flexible Seeds 1.5.5Allows demon seeds to be planted without a shield. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
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:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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:
QuickTome: Remove Stat Requirements 1.5.5 Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 13 / 94% |
| Size | big |
| Lifes / Deaths | Killed by Bethenor the large brown snake at level 11 on the 19th Dusk 122nd year of Ascendancy at 11:35 / 2Killed by Layilravena the white jelly at level 13 on the 42nd Dusk 122nd year of Ascendancy at 13:40 |
Primary Stats
| Strength | 29 (base 20) |
| Dexterity | 12 (base 12) |
| Constitution | 17 (base 12) |
| Magic | 14 (base 12) |
| Willpower | 47 (base 38) |
| Cunning | 29 (base 17) |
Resources
| Psi | 79/127 |
| Vim | 93/123 |
| Life | -25/446 |
| Stamina | 172/194 |
| Steam | 10/100 |
| Healing Factor | 1.6461497326203 |
| Regeneration | 48.031356898395 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 34 |
| Crit Chance | 42% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +34% |
| Light | +23% |
| Nature | +16% |
| Mind | +13% |
| Fire | +27% |
| All | +10% |
Offense: Damage Penetration
| Acid | +20% |
| Mind | +10% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 14.5 (63.636363636364%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 24 |
| Physical Save | 21 |
| Spell Save | 31 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Blight | + 32%( 70%) |
| Cold | + 32%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 22%( 70%) |
| Light | + 26%( 70%) |
| Lightning | + 17%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 73% |
| Confusion Resistance | 53% |
| Pinning Resistance | 20% |
| Silence Resistance | 29% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 135 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 191 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 204.57 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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 or physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Magical combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Projection | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.00 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Combat |
| talent | Beyond the Flesh |
| talent | Share the Pain |
| talent | Arcane Feed |
| talent | Kinetic Aura |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 27.03 life per turn. Regeneration |
| beneficial effect | Do not try to resist it! Ogric Wrath |
| beneficial effect | The target ignores pain, reducing all damage taken by 15%. Pain Suppression |
| beneficial effect | Increases crit chance by 10% and critical power by 40%. 2 charge(s). Ogre Fury |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You 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 must explore the renegade Shaloren camp. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| Psionic focus | steel greatmaul of projection (30.5-45.75 power, 2 apr) Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 16 damage and reducing their armor * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Massive two-handed mauls. |
| Light source | survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +40.00 Light radius: +2 Healing mod.: +12% 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 | linen wizard hat 'Aerynor' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 16 blight Changes stats: +1 Wil Changes resistances: +16% fire Changes damage: +11% fire Maximum vim: +10.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
| On feet | Bokor the Charwinter (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +30% acid Changes resistances penetration: +15% acid Changes damage: +12% acid / +6% fire Silence immunity: +29% Confusion immunity: +31% Stun/Freeze immunity: +22% A pair of boots made of leather. |
| Tool | Cleansetyphoon (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Cun / +1 Str Changes resistances penetration: +10% mind Changes damage: +6% nature / +3% mind Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Dimknave the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances penetration: +5% acid / +5% darkness Changes damage: +12% acid Stun/Freeze immunity: +21% Life regen: +0.90 Rings can have magical properties. |
| On fingers | gladiator's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Str / +5 Con Mental save: +5 (+3 eff.) Confusion immunity: +22% Rings can have magical properties. |
| Around neck | StarwildInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +8 (+6 eff.) Damage when hit (Melee): 8 lightning Changes stats: +2 Wil / +2 Cun / +7 Lck Changes resistances: +3% lightning Changes damage: +9% light Light radius: +1 Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
| In main hand | Marig (33.5-50.25 power, 2 apr) Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * splashes acid on your target dealing 18 damage and reducing their armor On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +20.0% Changes resistances: +3% light Maximum stamina: +5.00 Massive two-handed mauls. |
| On hands | iron gauntlets 'Nigathel' (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 8 light Changes resistances: +12% acid / +6% fire / +10% light / +9% darkness Changes damage: +4% light Talent granted: +1 Spring Grapple Disarm immunity: +0% Stun/Freeze immunity: +10% Knockback immunity: +15% When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% On weapon hit: * 6% chance to blind Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| Cloak | Giledil the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +1 Cun / +1 Dex Critical mult.: +3.00% Stamina each turn: +0.20 Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening dwarven-steel mail armour of Eyal (3 def, 9 armour) Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +9 Armour Hardiness: +20% Defense: +3 (+3 eff.) Fatigue: +21% Changes stats: +5 Cun / +5 Wil Mental save: +13 (+7 eff.) Life regen: +1.00 Maximum life: +47.00 Healing mod.: +17% A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 85% / cooldown 79%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 85% efficiency and cooldown mod of 79%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 81% / cooldown 51%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 81% efficiency and cooldown mod of 51%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 91% / cooldown 75%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 91% efficiency and cooldown mod of 75%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 99% / cooldown 90%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 99% efficiency and cooldown mod of 90%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
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: 29 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.. |
vitalizing copper amulet of mastery (0.15 Corruption / Doom covenant)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Talent mastery: +0.15 Corruption / Doom covenant Physical save: +6 (+3 eff.) Life regen: +0.60 Maximum life: +30.00 Amulets can have magical properties. |
GlimmerfearPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Mag / +5 Wil / +2 Cun Changes resistances: +3% light Changes resistances penetration: +15% acid Disarm immunity: +30% Pinning immunity: +25% Knockback immunity: +20% Maximum life: +28.00 Spellpower: +10 (+5 eff.) Light radius: +1 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.balanced steel dagger of daylight (10.5-13.65 power, 6 apr) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 light Damage against: +4% Undead When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+5 eff.) Disarm immunity: +18% Sharp, short and deadly. |
Chalolathel the dwarven-steel greatmaul (44.5-66.75 power, 2 apr)Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +19 acid Burst (radius 2) on crit: +8 arcane When wielded/worn: Damage when hit (Melee): 16 acid Changes resistances: +18% acid / +5% arcane Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Emeluyatha the steel greatmaul (27-40.5 power, 2 apr) Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Fatigue: -8% Changes stats: +6 Dex / +2 Cun / +4 Con Reduces incoming crit damage: 10.00% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Skyrot the steel greatmaul (26-39 power, 2 apr) Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 16% chance to cause random gloom On weapon crit: * splashes the target with acid Damage (Melee): +13 acid / +7 mind / +7 cold When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances: +6% blight / +1% physical Changes damage: +3% lightning Physical save: +9 (+4 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.iron greatmaul (19.5-29.25 power, 1 apr) 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.5 - 29.3 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
balanced steel longsword of erosion (15-21 power, 3 apr)Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 nature / +5 temporal When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +6 (+5 eff.) Disarm immunity: +22% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.chilling steel mace (13.5-18.9 power, 3 apr) Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +9 cold Blunt and deadly. |
Kor's Fall (10-12 power, 0 apr, darkness element)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 73.89 physical damage to all targets in line, and inflicting bleeding for another 36.95 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
rough leather belt 'Gloomoracle'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +6% lightning / +5% temporal Changes resistances penetration: +15% darkness / +10% mind Changes damage: +12% darkness A belt that goes around your waist. |
Elenurin the pair of rough leather boots (6 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +6 (+5 eff.) Ranged Defense: +6 (+5 eff.) Fatigue: +1% Damage when hit (Melee): 16 acid Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +24% Life regen: +0.60 Only die when reaching: -40.00 life A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.miner's pair of iron boots of uncanny dodging (3 def, 8 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Holerin the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 darkness Changes stats: +2 Cun / +4 Dex Changes resistances: +5% darkness Changes damage: +4% darkness Mental crit. chance: +2% Healing mod.: +15% When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% On weapon hit: * 6% chance to inflict 15% damage reduction Damage Shield penetration (this weapon only): +30% Burst (radius 2) on crit: +4 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Gunablek (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +8 Con Changes resistances penetration: +10% mind Life regen: +0.80 Maximum stamina: +5.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.spiked steel mail armour (2 def, 6 armour) Requires: - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 11 physical A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel shield of resistance (6 def, 2 armour, 36.5 block) Requires: - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+5 eff.) Ranged Defense: +6 (+5 eff.) Fatigue: +8% Changes resistances: +7% acid / +6% fire / +6% cold / +6% lightning Talent granted: +2 Block Handheld deflection devices. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Earontir (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Str / +2 Dex / +2 Cun Changes resistances: +11% nature Changes resistances penetration: +5% acid Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eclipseravage (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Str Changes resistances: +10% nature Changes resistances penetration: +15% darkness Changes damage: +5% nature / +9% darkness Critical mult.: +5.00% Psi when hit: +0.04 Mindpower: +2 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blindseam the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +15% light Changes damage: +18% light Maximum life: +43.00 Light radius: +2 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Light radius: +2 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. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+4 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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. |
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 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. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
This item will automatically be transmogrified when you leave the level.storming pouch of steel shots of accuracy (19/19, 19-22.8 power, 2 apr) Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 Damage (Ranged): +15 lightning Burst (radius 2) on crit: +6 lightning Shots are used with slings to pummel your foes to death. |
iron gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Iron Grip Disarm immunity: +60% Tinkers can be attached to normal items to improve them with steam power! |
iron rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
iron torque of charged psionic shield 'Ashblast' [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes resistances penetration: +15% fire Changes damage: +15% fire Grants telepathy: Demon/Minor Demon/Major It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
ash wand of clairvoyance 'Glarefurnace' [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +20% light Changes damage: +21% light / +9% fire Light radius: +2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 39 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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. |
4 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. |
2 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tinkering Ogventurer the Ogre Adventurer level 10
16th Dusk 122nd year of Ascendancy at 11:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tinkering Ogventurer the Ogre Adventurer level 7
4th Dusk 122nd year of Ascendancy at 02:48 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tinkering Ogventurer the Ogre Adventurer level 7
1st Dusk 122nd year of Ascendancy at 06:44 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Tinkering Ogventurer the Ogre Adventurer level 11
19th Dusk 122nd year of Ascendancy at 11:35 see stats
Log
Layilravena the white jelly's Slime Spit hits Tinkering Ogventurer for (47 absorbed), 1 nature (1 total damage).
Layilravena the white jelly's Beyond the Flesh misses Tinkering Ogventurer.
Layilravena the white jelly receives 39 healing.
Layilravena the white jelly's armor corrodes!
Layilravena the white jelly hits Tinkering Ogventurer for 5 fire damage.
Tinkering Ogventurer hits Layilravena the white jelly for (2 to psi shield), 3 fire (3 total damage).
Tinkering Ogventurer's Beyond the Flesh hits Layilravena the white jelly for (15 to psi shield), 12 physical, (6 to psi shield), 9 light, (5 to psi shield), 4 physical (25 total damage).
Tinkering Ogventurer casts Rune: Heat Beam.
Layilravena the white jelly is on fire!
Tinkering Ogventurer speeds up.
Tinkering Ogventurer casts Fiery Grasp.
Layilravena the white jelly shrugs off the effect 'Armor Corroded'!
Layilravena the white jelly hits Tinkering Ogventurer for 5 fire, 5 fire (9 total damage).
Tinkering Ogventurer hits Layilravena the white jelly for (2 to psi shield), 4 fire, (14 to psi shield), 11 physical, (6 to psi shield), 9 light, (5 to psi shield), 4 physical, (11 to psi shield), 9 acid, 4 lightning, 22 blight, (6 to psi shield), 9 light, (5 to psi shield), 4 physical, 4 lightning (80 total damage).
Layilravena the white jelly uses Block.
Layilravena the white jelly's Beyond the Flesh hits Tinkering Ogventurer for 88 physical, 30 light, 31 darkness, 3 fire, 10 physical, 7 lightning (169 total damage).
Layilravena the white jelly receives 39 healing.
Tinkering Ogventurer hits Layilravena the white jelly for 16 blight, 8 lightning (24 total damage).
Burning from Tinkering Ogventurer hits Layilravena the white jelly for (32 blocked), 0 fire (0 total damage).
Tinkering Ogventurer's Beyond the Flesh misses Layilravena the white jelly.
Tinkering Ogventurer uses Infusion: Wild.
Tinkering Ogventurer lessens the pain.
Tinkering Ogventurer uses Infusion: Regeneration.
Tinkering Ogventurer starts regenerating health quickly.
Layilravena the white jelly uses Telekinetic Smash.
Tinkering Ogventurer resists the mind attack!
Layilravena the white jelly performs a melee critical strike against Tinkering Ogventurer!
Saving game...

























































































