












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Zephyr 1.5.8 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.] Bugfix Pack 1.5.8An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 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:
ZOmnibus Addon Pack 1.5.0Combines 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: 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! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.5.10Allows 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. 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.
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. 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:
Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 18 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 9 on the 6th Mirth 122nd year of Ascendancy at 02:25 0 / 7Killed by Velimira the rattlesnake at level 11 on the 3rd Flare 122nd year of Ascendancy at 17:52 Killed by Isythra the rattlesnake at level 11 on the 4th Flare 122nd year of Ascendancy at 08:50 Killed by Islovena the bandit at level 17 on the 35th Dusk 122nd year of Ascendancy at 12:40 Killed by ritch flamespitter at level 18 on the 37th Dusk 122nd year of Ascendancy at 07:47 Killed by Beloldawyn the rogue at level 18 on the 37th Dusk 122nd year of Ascendancy at 09:54 Killed by Beloldawyn the rogue at level 18 on the 37th Dusk 122nd year of Ascendancy at 10:24 |
Primary Stats
| Strength | 22 (base 18) |
| Dexterity | 55 (base 46) |
| Constitution | 16 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 42 (base 29) |
Resources
| Life | -6/373 |
| Stamina | 166/166 |
| Healing Factor | 1.0483870967742 |
| Regeneration | 6.6572580645161 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 31.051968732286 |
| See Invisible | 34.051968732286 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 36 |
| Crit Chance | 18% |
| APR | 11 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +13% |
| Light | +42% |
| Temporal | +9% |
| Physical | +16% |
| Arcane | +18% |
| Lightning | +12% |
| All | +6% |
Offense: Damage Penetration
| Physical | +30% |
| Nature | +5% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 24 (38.536585365854%) |
| Defense | 45 |
| Ranged Defense | 51 |
| Fatigue | 19.669446550417 |
| Physical Save | 32 |
| Spell Save | 18 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 9%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 32%( 70%) |
| Light | + 48%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 9%( 70%) |
| Fire | + 8%( 70%) |
| Lightning | + 22%( 70%) |
Defense: Immunities
| Confusion Resistance | 5% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 153 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 332% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Agility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Trained Reactions |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You 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 |
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. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wretchwhisper (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 nature Changes stats: +2 Str / +4 Con Changes resistances: +6% cold / +5% fire Changes resistances penetration: +5% nature Grants telepathy: Demon/Minor Demon/Major See invisible: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Magafast (15/17, 32-38.4 power, 3 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 On weapon hit: * 40% chance to disease * 10% chance to knock the target back On weapon crit: * wounds the target for 7 turns: 16 bleeding, 59% reduced healing Damage (Ranged): +4 blight / +18 physical / +10 bleed Shots are used with slings to pummel your foes to death. |
| Light source | GetarodorCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +6 (+2 eff.) Armour: +6 Effects on melee hit: * 20 arcane resource burn Stamina each turn: +0.20 Maximum stamina: +10.00 Light radius: +5 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 | defender's iron helm of ire (5 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +1 Str / +2 Con Changes resistances: +3% all Physical save: +12 (+6 eff.) Mental save: +6 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets 'Midig' (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: +3 Dex Changes resistances: +6% darkness / +5% arcane Changes damage: +4% darkness / +12% arcane Light radius: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Buladin the Sparkstalker [power 2] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% lightning / +6% temporal Maximum wards: +1 physical / +2 mind / +2 darkness Changes damage: +3% temporal Talent granted: +1 Ward It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Loralen the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +10 Cun Changes resistances: +24% light Changes damage: +12% light / +6% all Equilibrium when hit: +0.04 Psi when hit: +0.12 Spellpower: +7 (+4 eff.) Mindpower: +8 (+4 eff.) Rings can have magical properties. |
| On fingers | Isamina the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +9% acid Changes resistances penetration: +20% physical Physical save: +7 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+4 eff.) Life regen: +0.40 Stamina each turn: +0.40 Rings can have magical properties. |
| Around neck | copper amulet 'Ce'Nyma'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Mag / +3 Wil Changes resistances: +6% temporal / +13% light / +12% darkness Blindness immunity: +21% Light radius: +2 Amulets can have magical properties. |
| In main hand | mighty hardened leather sling of powerRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Str Changes resistances penetration: +10% physical Changes damage: +10% physical Slings are used to hurl stones or metal shots at your foes. |
| Around waist | BlazeravageInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% darkness / +3% blight Changes damage: +15% light Blindness immunity: +5% Disease immunity: +5% Confusion immunity: +5% Maximum life: +32.00 A belt that goes around your waist. |
| In off hand | icy dwarven-steel shield of acid resistance (+15%) (8 def, 2 armour, 25.5-30.6 power, 70.5 block)Requires: - Dexterity 24 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 25.5 - 30.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +70 Damage (Melee): +12 cold When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 7 cold Damage when hit (Melee): 10 ice Changes resistances: +15% acid Talent granted: +3 Block Handheld deflection devices. |
| Cloak | linen cloak 'Glimmervein' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun / +2 Dex Changes resistances: +9% light Changes resistances penetration: +5% temporal Changes damage: +9% light Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bethedalle the Demonraider (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +17% lightning / +6% physical / +6% darkness Changes damage: +3% darkness / +6% lightning Physical save: +12 (+6 eff.) Life regen: +2.70 Stamina each turn: +0.70 A suit of armour made of leather. |
Inventory
heat beam rune (42 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 42.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.steel longsword 'Deepstyphoon' (15.5-21.7 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +12 darkness When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +7 (+2 eff.) Damage when hit (Melee): 12 darkness Changes resistances: +6% temporal Changes damage: +6% darkness Disarm immunity: +26% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Olunik the Glarewreath (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural mindstar summons a caller. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 arcane Burst (radius 1) on hit: +4 arcane When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +20% light Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Light radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows (22/22, 17.5-24.5 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.5 - 24.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.Gloreramira (6 def, 2 armour, 15.5-18.6 power, 40 block) Requires: - Dexterity 16 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +40 On weapon hit: * 13% chance to corrode armour by 30% Burst (radius 1) on hit: +8 blight When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -2% Damage (Melee): 6 acid Damage when hit (Melee): 17 acid Changes stats: +6 Mag Changes resistances penetration: +10% blight Changes damage: +15% blight Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.focusing woollen robe of corrosion (+19%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +19% acid Changes damage: +13% acid Mana each turn: +0.14 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.slimy woollen robe (0 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 5% * 4 arcane resource burn A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spiked cured leather armour of the deep (2 def, 5 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical Changes resistances: +5% acid / +6% cold Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 20 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
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), 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. |
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 (3/3)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 133 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. |
iron torque of kinetic psionic shield [power 25] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
Velythra the Ebonysweeper [power 43] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +3% acid Maximum wards: +1 physical / +2 mind / +2 darkness Changes resistances penetration: +10% darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
Growvengeance [power 9] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +6% nature / +9% acid Changes resistances penetration: +5% nature Maximum vim: +7.00 It can be used to reveal the area around you, dispelling darkness (radius 9, power 40 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Elisi the Shalore Archer level 10
6th Mirth 122nd year of Ascendancy at 03:12 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Elisi the Shalore Archer level 17
21st Dusk 122nd year of Ascendancy at 15:53 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Elisi the Shalore Archer level 8
3rd Mirth 122nd year of Ascendancy at 14:40 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Elisi the Shalore Archer level 14
4th Dusk 122nd year of Ascendancy at 07:23 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Elisi the Shalore Archer level 18
37th Dusk 122nd year of Ascendancy at 09:55 see stats
Log
Beloldawyn the rogue hits Elisi for (38 reacted , -7 stam), 88 physical (88 total damage).
Bleeding from Elisi hits Beloldawyn the rogue for (4 to psi shield), 2 physical (2 total damage).
Elisi is moving less freely.
Beloldawyn the rogue stops bleeding.
Beloldawyn the rogue is free from the illness.
Talent Sentinel is ready to use.
Talent Intuitive Shots is ready to use.
Elisi is confused and fails to use Shoot.
Elisi shoots!
Beloldawyn the rogue starts to bleed.
Elisi's Shoot hits Beloldawyn the rogue for (56 to psi shield), 74 physical, (2 to psi shield), 2 blight, (11 to psi shield), 6 physical, (1 to psi shield), 1 physical (82 total damage).
Elisi shoots!
Elisi's Shoot performs a ranged critical strike against Beloldawyn the rogue!
Beloldawyn the rogue shrugs off the critical damage!
Beloldawyn the rogue is afflicted by a crippling illness!
Beloldawyn the rogue is cut deeply.
Talent Infusion: Healing is ready to use.
Elisi's Shoot hits Beloldawyn the rogue for (56 to psi shield), 30 physical, (2 to psi shield), 2 blight, (11 to psi shield), 6 physical, (1 to psi shield), 1 physical (38 total damage).
Beloldawyn the rogue's Beyond the Flesh performs a melee critical strike against Elisi!
Beloldawyn the rogue's Beyond the Flesh hits Elisi for 50 physical, (15 deflected), 0 physical, 11 fire (62 total damage).
Bleeding from Elisi hits Beloldawyn the rogue for (2 to psi shield), 1 physical (1 total damage).
Deep Wound from Elisi hits Beloldawyn the rogue for (10 to psi shield), 5 physical (5 total damage).
Elisi hits Beloldawyn the rogue for 10 cold, (3 to psi shield), 1 nature (11 total damage).
Beloldawyn the rogue uses Stunning Blow.
Saving game...















































































