







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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.] Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Animist 1.6.0Adds the Animist class, a wielder of the elemental spirits. Barachi -- Playable Race 1.6.7Adds Barachim, a froglike race, as a playable race selectable in all campaigns. They have been adapted from their original appearance in Dungeon Crawl: Stone Soup in order to better gel with ToME's gameplay and lore. Barachim are stationary fighters with an innate aptitude for handling the fundamental elements of Fire, Cold, Acid, and Lightning. The more they use a specific element, the more attuned they become to it, increasing their power dramatically as an encounter goes on. They can further use their attunement to the elements to stoke the faint vestige of divine power they still possess, enhancing their ability to use talents; the most powerful barachim can summon a bountiful fountain of water to heal and purify their bodies and drench their enemies. However, they suffer a 30% movement speed penalty when on dry land, relying primarily on their Leapfrog talent to hop around the battlefield and reposition themselves. Barachi are best suited as tanks or elemental casters, staking out a position on the battlefield and steadily building momentum as they manipulate the elements to their advantage, shrugging off their foes' attacks and retaliating with an accelerating barrage of specialised combat abilities that tip the scales increasingly in their favour. Humility and hardship forge truly indomitable wills, adventurer. Through fire and flood, darkness and blood, we remain. Select your Escorts 1.6.0Allows 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 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.7Official 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 Adventure |
| Sex | Female |
| Race | Barachi |
| Class | Animist |
| Level / Exp | 12 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by storm drake hatchling at level 7 on the 1st Mirth 122nd year of Ascendancy at 14:02 1 / 3Killed by Siliwe the brown bear at level 11 on the 8th Mirth 122nd year of Ascendancy at 17:21 Killed by Layyrassra the warg at level 12 on the 10th Mirth 122nd year of Ascendancy at 00:18 |
Primary Stats
| Strength | 39 (base 26) |
| Dexterity | 14 (base 10) |
| Constitution | 15 (base 12) |
| Magic | 50 (base 37) |
| Willpower | 10 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | 368/368 |
| Ether | 110/110 |
| Healing Factor | 1.0405405405405 |
| Regeneration | 1.3006756756757 |
Speed
| Mental | -2.2204460492503E-14% |
| Attack | 0% |
| Movement | -68.333333333333% |
| Spell | 0% |
| Global | +93.065462737574% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 18.815289237657 |
| See Invisible | 24.815289237657 |
Offense: Barehand
| Damage | 20 |
| Accuracy | 32 |
| Crit Chance | 9% |
| APR | 3 |
| Speed | 1.20 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +48% |
| Temporal | +6% |
| Blight | +48% |
| Darkness | +6% |
| Fire | +3% |
| Nature | +48% |
Offense: Damage Penetration
| Darkness | +15% |
| Fire | +30% |
| Light | +5% |
Defense: Base
| Armour (hardiness) | 16.5 (43.636363636364%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 13 |
| Physical Save | 25 |
| Spell Save | 23 |
| Mental Save | 9 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 10%( 70%) |
| All | 0%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 5%( 70%) |
| Darkness | + 6%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spirits / Lux and umbra | 1.00 |
| 1/1 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spirits / Sylph | 1.00 |
| 1/1 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spirits / Salamander | 1.00 |
| 1/1 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spirits / Undine | 1.00 |
| 1/1 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spirits / Gnome | 1.00 |
| 1/1 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spirits / Animist's arts | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spirits / Pure ether | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Barachi | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 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
| On feet | pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
| On hands | Lustremark (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +3% light Changes damage: +6% temporal Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Brandborn the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +2 Con Changes resistances penetration: +25% fire Changes damage: +3% darkness / +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Ce'Nolemina the Lavablack (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +7 Str / +1 Dex Changes resistances penetration: +5% fire Light radius: +1 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +21% Life regen: +1.00 Rings can have magical properties. |
| On fingers | copper ring 'Shadowkiss'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +6% blight / +5% arcane / +6% nature Changes resistances penetration: +15% darkness / +5% light Changes damage: +3% darkness Rings can have magical properties. |
| Around neck | copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
| Main armor | impenetrable iron mail armour of acid resistance (2 def, 10 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +17% acid A suit of armour made of mail. |
| Light source | PhlegmrazorInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 33% Damage when hit (Melee): 2 nature Changes resistances: +3% acid / +3% lightning Spell save: +6 (+3 eff.) Maximum life: +40.00 Light radius: +3 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. |
| Cloak | Zanethel (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Cun / +1 Con Changes resistances: +3% light Physical save: +6 (+3 eff.) Maximum life: +20.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | DuatheldareInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal / +6% darkness / +5% arcane Physical save: +6 (+3 eff.) Pinning immunity: +10% A belt that goes around your waist. |
Inventory
movement infusion of the titan (speed 450%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 450% 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 Constitution 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 nature talent. |
wild infusion of the warrior (res 24%; physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 nature talent. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.clarifying copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.copper amulet 'Dawnhunt' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Cun Changes resistances penetration: +5% light Changes damage: +9% light Life regen: +1.00 Psi when hit: +0.16 Maximum psi: +10.00 Mental crit. chance: +1% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.Arudrachak the iron battleaxe (23-34.5 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 23.0 - 34.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +5 (+5 eff.) Effects on melee hit: * 10% chance to reduce armor by 29% Changes resistances: +5% arcane Pinning immunity: +20% Life regen: +4.00 Massive two-handed battleaxes. |
Brightblast the steel battleaxe (30.5-45.75 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +13 temporal / +7 cold / +8 fire Damage (radius 2) on crit: +12 fire When wielded/worn: Changes resistances: +13% temporal Changes damage: +3% fire Massive two-handed battleaxes. |
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: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+9 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. |
This item will automatically be transmogrified when you leave the level.Nerilratta the rough leather sling Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +8 lightning Damage (radius 1) on hit: +4 temporal When wielded/worn: Changes stats: +4 Dex / +3 Mag / +1 Cun / +1 Con Changes resistances penetration: +10% temporal Changes damage: +10% lightning Infravision radius: +1 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.pouch of iron shots (21/21, 15.5-18.6 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 21 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Frozenvice Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +1 Con Changes damage: +3% acid / +12% cold Physical save: +6 (+3 eff.) Mindpower: +3 (+3 eff.) Infravision radius: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Blindlore (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 10% chance to reduce all saves and defense by 8 Changes stats: +4 Str Changes damage: +3% light Reduces incoming crit damage: 15.00% Maximum encumbrance: +25 Physical save: +6 (+3 eff.) See invisible: +6 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.undeterred pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 lightning Changes stats: +2 Dex Changes resistances: +6% lightning Changes damage: +4% lightning When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +5 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.linen wizard hat 'Obsidianbliss' (1 def, 6 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +15 (+7 eff.) Armour: +6 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 darkness Changes stats: +3 Str / +1 Con Changes resistances: +16% lightning Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.linen wizard hat 'Runosta' (1 def, 2 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +10 (+5 eff.) Armour: +2 Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 33% Changes resistances: +15% lightning / +3% cold Changes resistances penetration: +5% mind Changes damage: +10% lightning Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.iron helm 'Pitchbraid' (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 8 Changes resistances: +5% lightning / +5% temporal / +3% darkness Changes resistances penetration: +20% mind Changes damage: +9% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
2 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 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
126 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Rhythm of Spirits the Barachi Animist level 10
4th Mirth 122nd year of Ascendancy at 21:19 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Rhythm of Spirits the Barachi Animist level 10
5th Mirth 122nd year of Ascendancy at 15:59 see stats
Log
Rhythm of Spirits activates Stance of Biting Cold.
Rhythm of Spirits deactivates Stance of Crushing Earth.
Rhythm of Spirits receives 131 healing.
Rhythm of Spirits speeds up.
Restless Night from Guriathra the polar bear hits Rhythm of Spirits for 9 mind damage.
Layyrassra the warg's Strafe hits Rhythm of Spirits for 38 physical, 3 nature, 6 physical (47 total damage).
Layyrassra the warg's Strafe hits Rhythm of Spirits for 36 physical, 6 physical (43 total damage).
Guriathra the polar bear uses Sleep.
Rhythm of Spirits has been put to sleep.
Layyrassra the warg strafes with his steamguns!
Rhythm of Spirits uses Infusion: Wild.
Rhythm of Spirits lessens the pain.
You are asleep and unable to move!
Layyrassra the warg's Strafe performs a ranged critical strike against Rhythm of Spirits!
Layyrassra the warg's Strafe hits Rhythm of Spirits for 36 physical damage.
Layyrassra the warg's Strafe hits Rhythm of Spirits for 48 physical, 5 physical (54 total damage).
Rhythm of Spirits the level 12 barachi animist was tortured to death by Layyrassra the warg on level 2 of Norgos Lair.
Rhythm of Spirits is no longer sleeping.
You have 1 life(s) left.
Rhythm of Spirits deactivates Spiritual Armor.
Rhythm of Spirits has recovered from poor sleep.
Rhythm of Spirits is no longer suffering from insomnia.
Rhythm of Spirits feels pain again.
Rhythm of Spirits deactivates Stance of Biting Cold.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Layyrassra the warg's Strafe killed Rhythm of Spirits!
Saving game...
Saving done.












































