











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.7.4Official Expansion!Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(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.) Select your Escorts 1.7.0Allows 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 25 / 89% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 18 (base 13) |
| Dexterity | 18 (base 13) |
| Constitution | 22 (base 20) |
| Magic | 67 (base 55) |
| Willpower | 18 (base 10) |
| Cunning | 43 (base 36) |
Resources
| Life | 779/779 |
| Mana | 230/344 |
| Steam | 100/100 |
| Insanity | 0/100 |
| Healing Factor | 1.3024166372473 |
| Regeneration | 5.535270708301 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 43 |
| Crit Chance | 29% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +67% |
| Temporal | +3% |
| Blight | +18% |
| Arcane | +4% |
| Cold | +11% |
| All | +0% |
Offense: Damage Penetration
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 13 (55.65183292883%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 2 |
| Physical Save | 26 |
| Spell Save | 40 |
| Mental Save | 36 |
Defense: Resistances
| Acid | 16%( 70%) |
| Blight | 21%( 70%) |
| Arcane | 24%( 70%) |
| Cold | 39%( 70%) |
| All | 14%( 70%) |
| Darkness | 30%( 70%) |
| Light | 22%( 70%) |
| Temporal | 51%( 70%) |
| Physical | 21%( 70%) |
| Mind | 21%( 70%) |
| Lightning | 20%( 70%) |
Defense: Immunities
| Pinning Resistance | 87% |
| Confusion Resistance | 51% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 10% |
| Silence Resistance | 30% |
| Stun Resistance | 65% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 62% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 54%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 87 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Chaos Orbs |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
Escort: lost warrior (level 1 of Ruins of Kor'Pul) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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&SLATEWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one mummified bone. That is, a bone from a corpse that&039;re certain to find when you kick a mummy apart. I recommend finding one that doesn&039; The Brotherhood of Alchemists* &039; * You&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITELIGHT_GREEN039;ve found the needed orc heart. * &039; Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * &039; * You&WHITELIGHT_GREEN039;ve found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You&039; * &039;ve lost a number of adventurers to this one, but I&039;ll be fine.& | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm& | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Till the Blood Runs Clear | 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 | Eden&2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Phys.save +9 (+4 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 41% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | void-walker&039;s lamp of the moons1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +7% cold +10% light +6% temporal Affinity +5% darkness Def/telep +13 Res/telep +12% Dur/telep +11% ---------- misc Light +4 Infravis +2 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 255.97 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Glorogakira the dwarven-steel helm (0 def, 7 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Spell.crit +4% S.pwr/crit +10 ----- def ----- Armour +7 Fatigue +4% Spell.save +9 (+3 eff.) Silence- +30% ---------- misc Max.mana +60.00 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | yew totem of stinging &039; [power 242] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Str +2 Mag +1 Con dps ---------- Dmg.mod +9% darkness Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ---------- misc See.Invis +9 Sting an enemy dealing 242 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | conjurer&0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) ----- def ----- Max.HP +24.00 Disarm- +24% Pinning- +26% Knockbk- +25% Rings make your fingers look great! |
| On fingers | Relgarab the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +3% temporal +22% cold +5% arcane +4% physical Spell.save +3 (+1 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around waist | Tudohor the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Cun ----- def ----- Defense +20 (+7 eff.) Resists +7% lightning +8% temporal Mind.save +6 (+3 eff.) Die.at -40.00 life Max.HP +80.00 Disease- +10% A belt that goes around your waist. |
| In main hand | potent short yew starstaff of might (24-28 power, 20 apr, darkness element) 3.0 T3 staff 1H weapon Reqs Mag 24 [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +20 Crit +19.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +11 (+4 eff.) Dmg.mod +24% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Mardythel (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +4 Dex +3 Mag +4 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 6 blight 7 temporal 4 arcane Ranged+ 8 temporal Dmg.mod +3% blight +3% temporal +4% arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight +10% temporal +7% arcane Disarm- +80% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | spellwoven cashmere robe of darkness (+19%) (0 def, 3 armour) 2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +13% darkness ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Resists +19% darkness +11% all Spell.save +19 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Adesemira the cashmere cloak (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +3% acid +3% temporal Phys.save +9 (+4 eff.) HP.reg +2.00 Heal.mod +20% Cut- +10% Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Phoenixnail the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +11.00% Acc +6 (+2 eff.) Apr +11 ----- def ----- Resists +13% temporal +9% mind +5% physical Pinning- +26% Knockbk- +22% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Inventory
medical injector implant of the sneak (efficiency 150% / cooldown 68%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 150% efficiency and cooldown mod of 68%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (155). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Silulenn0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +22 (+11 eff.) Dmg.mod +12% fire Res.pen +15% blight ----- def ----- Resists +24% fire Max.HP +50.00 HP.reg +8.00 Heal.mod +12% ---------- misc Hate/m.crit +4.00 Max.hate +4.00 Rings make your fingers look great! |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Wil 20 Str 40 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor&039;Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
steel mace &039; (13-18 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 2 While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +25% fire ----- def ----- Resists +12% darkness +12% fire Blunt and deadly. |
Bloomsoul (8-8 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 16 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Winter (8-8 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter&LIGHT_GREEN This mindstar glows with a dim cool light, but seems somehow incomplete. |
Crystal Shard (16-19 power, 4 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+5 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Golden Gun4.0 T3 steamgun 1H weapon Reqs Dex 20 Shoot Steam Pool [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * every third hit always crits. Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+3 eff.) ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Generate a personal shield that absorbs up to 166 damage and damages attackers striking the wearer for 20 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
noble&1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Wil +5 Cun +2 Con dps ---------- Mind.pwr +4 (+2 eff.) Against +20% Summoned ----- def ----- D.Red.from +21% Summoned Mind.save +5 (+2 eff.) A belt that goes around your waist. |
cashmere cloak &039; (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +7 Con dps ---------- Phys.crit +1.0% Phys.pwr +10 (+5 eff.) Acc +15 (+5 eff.) Melee Ret 6 acid ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+4 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable &039; to see combat stats. Can&PURPLELASTWHITEffff66PURPLELASTLAST999900LASTANTIQUE_WHITE |
storm dwarven-steel gauntlets of archery (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Cun +2 Dex dps ---------- Melee+ 10 lightning Dmg.mod +4% lightning Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning Learn an unarmed attack talent or enable &039; to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 62.80 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
duelist&9.0 T3 light armor Reqs Str 16 [Ego+] Master While equipped: Stats +5 Cun +5 Dex ----- def ----- Armour +10 Defense +13 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
iron pickaxe &039; (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) Melee Ret 4 acid On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Crit.chn- 15.00% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner&3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(65 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
powerful frost salve [power 20] powerful frost salve [power 20]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 141% efficiency and 54% cooldown modifier. Remove 2 physical effects and grants a frost aura (20% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful regeneration salve [power 358] powerful regeneration salve [power 358]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 141% efficiency and 54% cooldown modifier. Heal 358 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
Wind Worn Shot (23/25, 39-46 power, 15 apr)3.0 T4 shot ammo Reqs Dex 28 [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Attach on item worn on slot &ORANGELAST039; Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+4 eff.) Attach on item worn on slot &ORANGELAST039; Tinkers can be attached to normal items to improve them with steam power! |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ezytin the Drem Writhing One level 25
2nd Stralite 123rd year of Ascendancy at 23:32 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ezytin the Drem Writhing One level 23
2nd Gold 123rd year of Ascendancy at 04:40 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Ezytin the Drem Writhing One level 22
39th Steel 123rd year of Ascendancy at 17:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ezytin the Drem Writhing One level 10
14th Shortage 122nd year of Ascendancy at 04:37 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ezytin the Drem Writhing One level 20
3rd Steel 123rd year of Ascendancy at 16:22 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Ezytin the Drem Writhing One level 22
40th Steel 123rd year of Ascendancy at 16:08 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ezytin the Drem Writhing One level 14
4th Iron 123rd year of Ascendancy at 21:21 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ezytin the Drem Writhing One level 7
8th Shortage 122nd year of Ascendancy at 13:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ezytin the Drem Writhing One level 7
10th Wealth 122nd year of Ascendancy at 06:33 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ezytin the Drem Writhing One level 20
4th Steel 123rd year of Ascendancy at 16:47 see stats
Log
Worm that walks (servant of Ezytin) deactivates Worm that Walks Link.
Worm that walks (servant of Ezytin) activates Worm that Walks Link.
Worm that walks (servant of Ezytin) deactivates Ruin.
Worm that walks (servant of Ezytin) activates Ruin.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 7 turns (stop reason: detrimental status effect).
Worm that walks (servant of Ezytin) is out of sight of its master; direct control will break!
Character control switched to Ezytin.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ezytin no longer seems to be in sync with his ally.
Ezytin links closer to his ally!
Worm that walks (servant of Ezytin) links closer to his ally!
There is an exit to the worldmap here (press &039; or right click to use).
Ran for 39 turns (stop reason: at exit).
There is a Elvala (Town) here (press &039; or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is a Entrance to the Scintillating Caves here (press &039; or right click to use).
Today is the 15th Stralite of the 123rd year of the Age of Ascendancy of Maj&LASTLASTLAST
























































































