












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Possessor Bonus Class 1.5.4Donators/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.] Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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 Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Earth Knight |
| Level / Exp | 9 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 9 on the 79th Pyre 122nd year of Ascendancy at 08:53 / 1 |
Primary Stats
| Strength | 19 (base 18) |
| Dexterity | 17 (base 10) |
| Constitution | 18 (base 13) |
| Magic | 39 (base 33) |
| Willpower | 15 (base 12) |
| Cunning | 11 (base 10) |
Resources
| Life | -13/285 |
| Mana | 106/153 |
| Stamina | 107/107 |
| Healing Factor | 1.063829787234 |
| Regeneration | 0.26595744680851 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 21 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Darkness | +12% |
| Blight | +8% |
| Mind | +12% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 31.047802163682 (76.629213483146%) |
| Defense | 22 |
| Ranged Defense | 30 |
| Fatigue | 32 |
| Physical Save | 34 |
| Spell Save | 31 |
| Mental Save | 16 |
Defense: Resistances
| Acid | -4%( 66%) |
| Lightning | + 6%( 70%) |
| Temporal | + 27%( 70%) |
| Darkness | + 33%( 70%) |
| Physical | + 6%( 76%) |
| Fire | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Teleport Resistance | 19% |
| Stun Resistance | 25% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 644% for 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Earth | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Terramancy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Terramorphism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Terrakinesis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Anime Style |
| talent | Eldritch Combat |
| talent | Eldritch Aura |
| talent | Earthen Body |
| talent | Steelskin |
| detrimental effect | The target is on fire, taking 20.01 fire damage per turn. Burning |
| beneficial effect | The target is recovering 14 life each turn. Recovery |
| detrimental effect | Your strength is fading, causing you to take 12.49 damage each turn. Fading |
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
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 Unflinching Resolve (+1 level(s)). | 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 |
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 | [vs. Brightglory the pair of rough leather boots (0 def, 1 armour) (On feet)]Brightglory the pair of rough leather boots (0 def, 1 armour) Requires: Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Damage when hit (Melee): 12(-) fire Changes stats: +3(-) Str / +3(-) Con Changes damage: +12%(-) mind / +9%(-) fire It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | [vs. brass lantern (Light source)]brass lantern Requires: 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Silarira the rough leather cap (0 def, 1 armour) (On head)]Silarira the rough leather cap (0 def, 1 armour) Requires: Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +8 (+4 eff.) (-) Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3(-) Dex / +1(-) Mag / +2(-) Con Critical mult.: +3.00% (-) Physical save: +12 (+6 eff.) (-) A cap made of leather. |
| On hands | [vs. rough leather gloves of dexterity (+3) (0 def, 1 armour) (On hands)]rough leather gloves of dexterity (+3) (0 def, 1 armour) Requires: Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+7 eff.) (-) Armour: +1 (-) Changes stats: +3(-) Dex When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 14% Str, 14% Dex, 80% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 (-) Armour Penetration: +1 (-) Crit. chance: +6.0% (-) Attack speed: 100% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. supercharged iron torque of charged psionic shield [power 31] (24 cooldown) (Tool)]supercharged iron torque of charged psionic shield [power 31] (24 cooldown) Requires: Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 31 for 7 turns, putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. savior's steel ring of darkness (+24%) (On fingers)]savior's steel ring of darkness (+24%) Requires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24%(-) darkness Changes damage: +12%(-) darkness Physical save: +6 (+3 eff.) (-) Spell save: +6 (+3 eff.) (-) Mental save: +7 (+7 eff.) (-) Rings can have magical properties. |
| Around neck | [vs. stabilizing copper amulet of magic (+3) (Around neck)]stabilizing copper amulet of magic (+3) Requires: Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Mag Changes resistances: +11%(-) temporal Pinning immunity: +20% (-) Knockback immunity: +21% (-) Amulets can have magical properties. |
| In main hand | [vs. Skullcleaver (120% power, 4 apr) (In main hand, 1 of 3)]Skullcleaver (120% power, 4 apr) Requires: - Magic 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-) Crit. chance: +12.0% (-) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% (-) Damage conversion: 25%(-) blight When wielded/worn: Changes damage: +8%(-) blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. Tap to cycle through comparison choices |
| Around waist | [vs. grounding rough leather belt (Around waist)]grounding rough leather belt Requires: Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) lightning / +6%(-) temporal A belt that goes around your waist. |
| In off hand | [vs. Timekeeper (8 def, 3 armour, 100% power, 24 block) (In off hand)] Timekeeper (8 def, 3 armour, 100% power, 24 block)Timekeeper (8 def, 3 armour, 100% power, 24 block) Requires: - Magic 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 99% Range: 1.1x Uses stats: 100% Mag, 35% Str Damage type: Physical Crit. chance: +5.0% (-) Block value: +24 (-) When wielded/worn: Armour: +3 (-) Defense: +8 (+5 eff.) (-) Ranged Defense: +7 (+3 eff.) (-) Fatigue: +6% (-) Changes resistances: +10%(-) temporal Talents granted: +1.00(-) Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
| Cloak | [vs. Silywyn (1 def, 0 armour) (Cloak)]Silywyn (1 def, 0 armour) Requires: Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes resistances penetration: +15%(-) acid / +5%(-) mind Changes damage: +3%(-) acid Maximum life: +31.00 (-) Mindpower: +8 (+7 eff.) (-) Mental crit. chance: +3% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Blindwedge the dwarven-steel plate armour (14 def, 11 armour) (Main armor)]Blindwedge the dwarven-steel plate armour (14 def, 11 armour) Requires: - Magic 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-) Defense: +14 (+11 eff.) (-) Ranged Defense: +9 (+4 eff.) (-) Fatigue: +24% (-) Changes resistances: +9%(-) darkness / +9%(-) fire Disarm immunity: +10% (-) Stun/Freeze immunity: +15% (-) Maximum life: +33.00 (-) Light radius: +3 (-) A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.sun infusion of the titan (rad 6; power 30; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 15). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 30) for 4 turns. 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 ability. |
This item will automatically be transmogrified when you leave the level.movement infusion of the titan (368% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 368% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. 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 ability. |
This item will automatically be transmogrified when you leave the level.heat beam rune of the titan (111 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: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 110.53 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Skullcleaver (120% power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Islurarianor the elm magestaff (100% power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-21%) Range: 1.2x (-0.2x) Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-2) Crit. chance: +2.5% (-9.5%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). On weapon hit: * 20% chance to disease (+20%) Lifesteal (this weapon only): +0% (-10%) Damage conversion: 0%(-25%) blight When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +3% blight Changes resistances penetration: +20% arcane Changes damage: +0%(-8%) blight / +10% cold / +3% arcane Talent granted: +1 Command Staff Spellpower: +8 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Skullcleaver (120% power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. elm magestaff (100% power, 2 apr, lightning element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-21%) Range: 1.2x (-0.2x) Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-2) Crit. chance: +2.5% (-9.5%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +0% (-10%) Damage conversion: 0%(-25%) blight When wielded/worn: Changes damage: +10% lightning / +0%(-8%) blight Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Skullcleaver (120% power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. shimmering elm vilestaff of dawn (100% power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-21%) Range: 1.2x (-0.2x) Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-2) Crit. chance: +2.5% (-9.5%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +0% (-10%) Damage conversion: 0%(-25%) blight When wielded/worn: Changes stats: +1 Cun Changes damage: +10%(+2%) blight Talent granted: +1 Command Staff Mana each turn: +0.11 Maximum mana: +34.00 Maximum pos.energy: +20.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Skullcleaver (120% power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Eclipse (117% power, 4 apr, darkness element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% (-4%) Range: 1.2x (-0.2x) Uses stat: 110% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Crit. chance: +3.5% (-8.5%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +0% (-10%) Damage conversion: 0%(-25%) blight When wielded/worn: Changes damage: +15% temporal / +15% light / +0%(-8%) blight / +15% darkness / +15% physical Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. Tap to cycle through comparison choices |
[vs. Skullcleaver (120% power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. cruel ash magestaff of illumination (111% power, 3 apr, fire element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-9%) Range: 1.2x (-0.2x) Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-1) Crit. chance: +3.0% (-9.0%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +0% (-10%) Damage conversion: 0%(-25%) blight When wielded/worn: Physical crit. chance: +5.0% Defense: +5 (+3 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +0%(-8%) blight / +15% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 54.42 light damage. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Skullcleaver (120% power, 4 apr) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. balanced iron dagger (100% power, 5 apr) Requires: - Magic 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% (-21%) Range: 1.3x (-0.1x) Uses stats: 16% Str, 90% Mag, 16% Dex Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (+1) Crit. chance: +4.0% (-8.0%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +0% (-10%) Damage conversion: 0%(-25%) blight When wielded/worn: Accuracy: +4 (+2 eff.) Defense: +5 (+3 eff.) Changes damage: +0%(-8%) blight Disarm immunity: +18% Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Blindwedge the dwarven-steel plate armour (14 def, 11 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. shimmering linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-11) Defense: +0 (+0 eff.) (-14 (-11 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-4 eff.)) Fatigue: +0% (-24%) Changes resistances: +0%(-9%) darkness / +0%(-9%) fire Changes damage: +11% arcane Disarm immunity: +0% (-10%) Stun/Freeze immunity: +0% (-15%) Maximum life: +0.00 (-33.00) Maximum mana: +16.00 Light radius: +0 (-3) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Silywyn (1 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. enveloping linen cloak of protection (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) (+6 (+3 eff.)) Changes resistances penetration: +0%(-15%) acid / +0%(-5%) mind Changes damage: +0%(-3%) acid Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+5 eff.) Maximum life: +0.00 (-31.00) Mindpower: +0 (+0 eff.) (-8 (-7 eff.)) Mental crit. chance: +0% (-3%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Brightglory the pair of rough leather boots (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Damage when hit (Melee): 0(-12) fire Changes stats: +0(-3) Str / +0(-3) Con Changes damage: +0%(-12%) mind / +0%(-9%) fire A pair of boots made of leather. |
[vs. rough leather gloves of dexterity (+3) (0 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. iron gauntlets of dexterity (+2) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+7 eff.) (-1 (+0 eff.)) Armour: +1 (-) Changes stats: +2(-1) Dex When used to modify unarmed attacks: Power: 96% (+1%) Range: 1.4x (+0.3x) Uses stats: 14% Str, 14% Dex, 80% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 (-1) Armour Penetration: +3 (+2) Crit. chance: +7.0% (+1.0%) Attack speed: 83% (-17%) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Silarira the rough leather cap (0 def, 1 armour) (On head)]This item will automatically be transmogrified when you leave the level. clarifying linen wizard hat (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Armour: +0 (-1) Defense: +1 (+1 eff.) Fatigue: +0% (-1%) Changes stats: +0(-3) Dex / +0(-1) Mag / +3 Cun / +0(-2) Con Critical mult.: +0.00% (-3.00%) Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +6 (+5 eff.) A pointy cloth hat, very wizardly... |
[vs. Silarira the rough leather cap (0 def, 1 armour) (On head)]This item will automatically be transmogrified when you leave the level. stabilizing linen wizard hat (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Armour: +0 (-1) Defense: +1 (+1 eff.) Fatigue: +0% (-1%) Changes stats: +0(-3) Dex / +0(-1) Mag / +3 Wil / +0(-2) Con Critical mult.: +0.00% (-3.00%) Physical save: +5 (+2 eff.) (-7 (-4 eff.)) A pointy cloth hat, very wizardly... |
[vs. Silarira the rough leather cap (0 def, 1 armour) (On head)]This item will automatically be transmogrified when you leave the level. Scorchking the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Armour: +1 (-) Fatigue: +1% (-) Damage when hit (Melee): 20 fire Changes stats: +3(-) Dex / +0(-1) Mag / +0(-2) Con Changes resistances: +6% fire Changes damage: +18% fire Critical mult.: +0.00% (-3.00%) Physical save: +0 (+0 eff.) (-12 (-6 eff.)) A cap made of leather. |
[vs. Silarira the rough leather cap (0 def, 1 armour) (On head)]This item will automatically be transmogrified when you leave the level. champion's rough leather cap of ire (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2 Str / +0(-3) Dex / +0(-1) Mag / +2 Wil / +1(-1) Con Critical mult.: +0.00% (-3.00%) Physical save: +6 (+3 eff.) (-6 (-3 eff.)) Mental save: +11 (+7 eff.) Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 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 cap made of leather. |
[vs. Silarira the rough leather cap (0 def, 1 armour) (On head)]This item will automatically be transmogrified when you leave the level. grounding rough leather cap of dexterity (+3) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3(-) Dex / +0(-1) Mag / +0(-2) Con Changes resistances: +5% lightning / +6% temporal Critical mult.: +0.00% (-3.00%) Physical save: +0 (+0 eff.) (-12 (-6 eff.)) A cap made of leather. |
[vs. Silarira the rough leather cap (0 def, 1 armour) (On head)]This item will automatically be transmogrified when you leave the level. rough leather cap of dexterity (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-1) Dex / +0(-1) Mag / +0(-2) Con Critical mult.: +0.00% (-3.00%) Physical save: +0 (+0 eff.) (-12 (-6 eff.)) A cap made of leather. |
[vs. brass lantern (Light source)]This item will automatically be transmogrified when you leave the level. brass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+5 eff.) Light radius: +2 (-) See stealth: +5 See invisible: +7 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. |
[vs. supercharged iron torque of charged psionic shield [power 31] (24 cooldown) (Tool)]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 (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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. |
[vs. supercharged iron torque of charged psionic shield [power 31] (24 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. elm wand of clairvoyance [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 57 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lini the Shalore Earth Knight level 6
75th Pyre 122nd year of Ascendancy at 04:57 see stats
Log
Lini hits Skeleton mage for 20 blight, 47 physical (66 total damage).
Eldritch Combat hits Skeleton mage for 36 nature, 31 physical, 20 physical, 17 nature, 15 physical (119 total damage).
Skeleton mage misses Lini.
Skeleton mage misses Lini.
Lini hits Skeleton mage for 13 fire damage.
Skeleton mage hits Lini for (4 resist armour), 0 physical (0 total damage).
Lini stops burning.
Talent Earth Bolt is ready to use.
Lini receives 15 healing.
Fading hits Lini for 12 damage.
You collect a new ingredient: skeleton mage skull (1).
Lini steals life from Skeleton mage!
Lini hits Skeleton mage for 17 blight, 40 physical (56 total damage).
Lini killed Skeleton mage!
Skeleton mage casts Flame.
Skeleton mage misses Lini.
Lini is on fire!
Burning from Skeleton mage hits Lini for (4 resist armour), (4 mitigated), 12 fire (12 total damage).
Skeleton mage's Flame hits Lini for (4 resist armour), (7 mitigated), 49 fire (49 total damage).
Lini receives 15 healing.
Fading hits Lini for 11 damage.
Lini casts Opal Shield.
Lini casts Gemstone Shield.
Skeleton mage casts Manathrust.
Skeleton mage misses Lini.
Skeleton mage misses Lini.
Skeleton mage hits Lini for (4 resist armour), (13 mitigated), 72 arcane (72 total damage).
Saving game...











































