







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | All lanterns provide 10 lite baseline 1.7.4Makes all lanterns provide 10 lite baseline because the mechanic is annoying Quantum Slider 1.7.4This addon adds three new content: a new race, a new class and a new area with mini-games. I., Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. II., Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex III., Adds new npc to the city of Last Hope. You can enter into a new shop, where ring imbuing can be done like in Angolwen. You can play two different mini-games there too: a, a Soko-Ban puzzle game b, and a real time epic Space Battle game These mini-games have no effect on the campaign, these are for enjoyment. Thanks for playing and for the feedback! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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.] Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: Augmented Mobility Grants Telekinetic Grasp 1.7.2Learning a talent in the Augmented Mobility category will now grant Telekinetic Grasp just like it used to. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: 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:
Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. ZOmnibus Addon Pack 1.7.4Custom Difficulty 1.7.4Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Dreamelf |
| Class | Quantum Slider (Táltos) |
| Level / Exp | 36 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Taieat at level 36 on the 28th Pyre 123rd year of Ascendancy at 16:52 / 2Killed by Taieat at level 36 on the 28th Pyre 123rd year of Ascendancy at 18:27 |
Primary Stats
| Strength | 2 (base 1) |
| Dexterity | 8 (base 1) |
| Constitution | 23 (base 19) |
| Magic | 102 (base 69) |
| Willpower | 82 (base 69) |
| Cunning | 96 (base 69) |
Resources
| Life | -599/802 |
| Paradox | 800 |
| Steam | 125/125 |
| Healing Factor | 1.2299022211821 |
| Regeneration | 32.485211945597 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +18% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| See Stealth | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 16 |
| Crit Chance | 47% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 76% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Blight | +5% |
| Arcane | +25% |
| All | 0% |
| Darkness | +43% |
| Light | +76% |
| Temporal | +74% |
| Fire | +77% |
| Physical | +36% |
Offense: Damage Penetration
| Physical | +20% |
| Lightning | +20% |
| Fire | 0% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 81.727964851917 (60%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 41 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 17%( 70%) |
| Fire | + 16%( 70%) |
| Darkness | + 11%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Disarm Resistance | 100% |
| Confusion Resistance | 29% |
| Knockback Resistance | 15% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 19% |
Inscriptions (4/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 125 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 843% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 503 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Chronomancy / Googolplex Existence | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Chronomancy / Paradox Mysticism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Quantum Theory | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Quantum Coherence | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Field Extension | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Chronodynamics | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Reality Sculpting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Prajna | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Race / Dreamelf | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Paths | 1.00 |
| 0/1 |
| 0/1 |
| 0/1 |
| 1/1 |
| 0/1 |
| 1/1 |
| 0/1 |
| 0/1 |
| Chronomancy / Wanderlust | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Anomaly Alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Quantum Fusion | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Beads in a String | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Futurepast Shield |
| talent | Quicksilver Armor |
| talent | Intuition |
| talent | Quantum Overcharge |
| talent | Auspex |
| talent | Not Really Here |
| talent | Eternal Core |
| beneficial effect | Flat damage reduction is increased by 30. 5 Adapt |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 60%) Suffocating |
| beneficial effect | The target has 18 increased life regeneration. Recovery |
| detrimental effect | Your body is cauterizing, burning for 27.55 damage each turn. Cauterize |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Lisyremira the white worm mass. Escort: lone alchemist (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by fire drake. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Taieat. Escort: lost warrior (level 4 of Old Forest) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 83. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed skeleton mage skull. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed bear paw. * You've found the needed green worm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Physical save: +9 (+6 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Spellpower: +15 (+4 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 253 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | void-walker's brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% temporal / +6% cold Mental save: +7 (+3 eff.) Light radius: +10 See stealth: +6 See invisible: +7 Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +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 | Poruda the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil / +1 Mag Changes resistances: +16% fire Changes damage: +11% fire Spellpower: +5 (+1 eff.) Spell crit. chance: +7% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
| Tool | Dawnsquall (dig speed 36 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 25% * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +1 Str / +2 Mag Changes damage: +18% light / +9% temporal Maximum mana: +23.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Hydas'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil / +2 Con Changes resistances: +26% acid Changes damage: +13% acid Mental save: +8 (+3 eff.) Life regen: +8.00 Psi when hit: +0.16 Maximum life: +54.00 Maximum hate: +2.00 Healing mod.: +12% Rings make your fingers look great! |
| On fingers | Rootgrinder the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+8 eff.) Physical power: +5 (+5 eff.) Armour: +2 Defense: +23 (+6 eff.) Effects on melee hit: * 20% chance to slow global speed by 59% Changes stats: +6 Cun / +1 Dex Changes resistances: +34% light Changes damage: +17% light Critical mult.: +15.00% Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
| Around waist | Hettydochak the Thunderwaker Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +3 (+3 eff.) Armour: +7 Fatigue: -20% Damage when hit (Melee): 2 lightning Changes stats: +8 Mag / +4 Wil / +4 Cun Changes resistances: +6% lightning Changes resistances penetration: +20% lightning Critical mult.: +7.00% Maximum encumbrance: +50 Spell crit. chance: +5% Mental crit. chance: +1% It can be used to create a temporary shield that absorbs 197 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | greater dragonbone starstaff of might (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness / +30% temporal / +30% light / +30% physical Talent granted: +1 Command Staff Spellpower: +20 (+5 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming hardened leather gloves of war-making (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Talent granted: +5 Iron Grip Critical mult.: +11.00% Disarm immunity: +100% Mana each turn: +0.20 Spellpower: +7 (+2 eff.) Spell crit. chance: +14% Mental crit. chance: +8% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Untouchable (14 def, 20 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +20 Defense: +14 (+3 eff.) Changes stats: +8 Cun Reduces incoming crit damage: 28.00% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | Bethikira (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Changes stats: +2 Dex Changes resistances: +30% lightning / +11% temporal / +11% darkness Changes resistances penetration: +20% physical Critical mult.: +5.00% Stun/Freeze immunity: +50% Maximum stamina: +10.00 Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | GliriabethPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +5 (+1 eff.) Damage (Melee): 10 light / 7 darkness Effects when hit in melee: * 7% chance to blind * 8% chance to reduce damage dealt by 25% Changes stats: +3 Dex / +3 Mag / +2 Con Changes damage: +5% temporal / +11% light / +5% blight / +8% fire / +13% darkness / +6% physical Critical mult.: +13.00% Maximum stamina: +30.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Inventory
Genne the GaleripperCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 Changes stats: +2 Str Changes resistances penetration: +25% lightning / +10% physical Changes damage: +15% lightning Talent mastery: +0.13 Steamtech / Chemistry Amulets make your neck look great! |
grounding copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
FulyranInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 acid Changes stats: +5 Wil Changes resistances: +22% fire Changes damage: +11% fire Spell save: +18 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +5% Rings make your fingers look great! |
steel ring 'Thunderripper'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +15% lightning / +9% fire / +26% nature / +21% cold Changes resistances penetration: +20% lightning Changes damage: +13% nature / +12% fire Rings make your fingers look great! |
wizard's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+5 eff.) Armour penetration: +8 Defense: +9 (+2 eff.) Changes stats: +3 Mag Spell save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Zeridil the Dawnserpent (14-18 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 cold When wielded/worn: Damage when hit (Melee): 8 arcane / 2 blight Changes resistances penetration: +10% light / +15% blight Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +20 (+5 eff.) Damage Shield penetration: +20% Sharp, short and deadly. |
Cleanseburst (2-2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +1 Wil Changes resistances: +7% lightning / +7% fire / +9% nature / +8% cold Talent masteries: +0.20 Psionic / Voracity +0.10 Psionic / Absorption Talent granted: +1 Attune Mindstar Critical mult.: +15.00% Psi when hit: +0.04 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
Sunstreak the stralite steamsaw (30-45 power, 0 apr)Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Base power: 30.0 - 45.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +70 Damage (Melee): +15 nature / +8 fire Damage (radius 2) on crit: +29 lightning / +28 cold Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +11.0% Physical power: +9 (+9 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Damage when hit (Melee): 4 cold / 2 fire Changes resistances: +9% fire Changes resistances penetration: +21% lightning / +19% cold / +5% fire Changes damage: +15% fire Talent granted: +2 Block Movement speed: +34% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
timebroken silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +2 Wil / +4 Mag Changes resistances: +13% all Changes damage: +14% temporal / +10% arcane / +8% all Maximum mana: +12.00 Spellpower: +14 (+3 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fleetfooted pair of drakeskin leather boots of spellbinding (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Changes stats: +6 Dex / +2 Mag Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Shinegrinder the hardened leather gloves (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Changes stats: +2 Dex Changes resistances: +9% nature Changes resistances penetration: +20% light Mental save: +10 (+4 eff.) Only die when reaching: -60.00 life Maximum life: +56.00 Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Polutha the Glowblack (5 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Fatigue: +1% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% temporal / +6% light / +3% all Changes resistances penetration: +15% light Changes damage: +6% light Physical save: +6 (+4 eff.) A hat made of leather. Very stylish. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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) Activation costs 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. |
amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 152% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 892.08 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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 Activation costs 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. |
yew totem of healing [power 254] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 254 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Tuledan [power 308] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical power: +10 (+10 eff.) Changes stats: +6 Str Changes resistances: +3% physical Critical mult.: +15.00% Maximum stamina: +20.00 Maximum psi: +20.00 It can be used to create a shield absorbing up to 308 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 20% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Taieat the Dreamelf Quantum Slider level 30
76th Haze 122nd year of Ascendancy at 09:02 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Taieat the Dreamelf Quantum Slider level 10
1st Dusk 122nd year of Ascendancy at 03:07 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Taieat the Dreamelf Quantum Slider level 32
5th Allure 123rd year of Ascendancy at 15:56 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun.By Taieat the Dreamelf Quantum Slider level 31
76th Haze 122nd year of Ascendancy at 15:46 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Taieat the Dreamelf Quantum Slider level 23
53rd Haze 122nd year of Ascendancy at 07:06 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Taieat the Dreamelf Quantum Slider level 22
45th Haze 122nd year of Ascendancy at 06:01 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Taieat the Dreamelf Quantum Slider level 34
8th Allure 123rd year of Ascendancy at 05:40 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Taieat the Dreamelf Quantum Slider level 10
5th Flare 122nd year of Ascendancy at 12:28 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Taieat the Dreamelf Quantum Slider level 20
26th Haze 122nd year of Ascendancy at 02:35 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Taieat the Dreamelf Quantum Slider level 30
68th Haze 122nd year of Ascendancy at 18:44 see stats
Merry wintertide! (Madness (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Taieat the Dreamelf Quantum Slider level 26
58th Haze 122nd year of Ascendancy at 09:49 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By Taieat the Dreamelf Quantum Slider level 32
9th Decay 122nd year of Ascendancy at 13:57 see stats
Santassacre! (Madness (Roguelike) difficulty)
Killed the little helper elves after saving them!By Taieat the Dreamelf Quantum Slider level 26
58th Haze 122nd year of Ascendancy at 09:56 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Taieat the Dreamelf Quantum Slider level 27
62nd Haze 122nd year of Ascendancy at 20:15 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Taieat the Dreamelf Quantum Slider level 25
54th Haze 122nd year of Ascendancy at 14:27 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Taieat the Dreamelf Quantum Slider level 6
6th Mirth 122nd year of Ascendancy at 04:01 see stats
The Right thing to do (Madness (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Taieat the Dreamelf Quantum Slider level 35
6th Pyre 123rd year of Ascendancy at 18:25 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Taieat the Dreamelf Quantum Slider level 5
78th Pyre 122nd year of Ascendancy at 15:55 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Taieat the Dreamelf Quantum Slider level 31
78th Haze 122nd year of Ascendancy at 08:30 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Taieat the Dreamelf Quantum Slider level 23
47th Haze 122nd year of Ascendancy at 01:43 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Taieat the Dreamelf Quantum Slider level 14
17th Haze 122nd year of Ascendancy at 01:23 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Taieat the Dreamelf Quantum Slider level 36
28th Pyre 123rd year of Ascendancy at 16:52 see stats
Wibbly Wobbly Timey Wimey Stuff (Madness (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By Taieat the Dreamelf Quantum Slider level 5
78th Pyre 122nd year of Ascendancy at 08:27 see stats
Log
Taieat activates Quicksilver Armor.
Taieat starts suffocating to death!
Taieat is suffocating.
A shield forms around Taieat.
A barrier bursts from the leather jacket!
Taieat hits Taieat for (201 absorbed) damage.
Your shield crumbles under the damage!
The shield around Taieat crumbles.
Taieat is recovering from the damage!
Taieat hits Taieat for (47 absorbed) damage.
A shield forms around Taieat.
A barrier bursts from the leather jacket!
Your shield crumbles under the damage!
The shield around Taieat crumbles.
Taieat hits Taieat for (230 absorbed) damage.
A shield forms around Taieat.
A barrier bursts from the leather jacket!
Taieat hits Taieat for (335 absorbed) damage.
Your shield crumbles under the damage!
The shield around Taieat crumbles.
Taieat is wreathed in flames on the brink of death!
Taieat hits Taieat for (92 absorbed) damage.























































