











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? 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. 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:
Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net 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:
Forbidden Cults 1.7.4Official Expansion!Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.7.6Donators/Buyers bonus! Mindslinger 1.6.2Adds the Mindslinger as a new, Yeek-only, Psionic subclass. New Talents: Psionic/Mindslinger: Psionic/Force: Psionic/Charge: More details in the forum thread. Icons from game-icons.net Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Everyone Options 1.4.5Starts characters off with category points instead of categories known. Spell Merchants 1.7.6T.O.M.E 1.7.6 This mod adds 13 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 5 Custom Dungeons and defeat 16 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
5 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins Pine Meadow, Drake Queens Lair & Road to Derth].
New Bosses:There are 16 bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves, wererats, temporal mages and dragon queens and discover unique artifacts in your journey to glory!
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog White Monk 1.7.0Adds 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. Spookier Scarier Skeletons 1.7.0Revamps skeleton racials to give them more varied utility and unique gameplay, bringing them more in line with ghouls: - The first talent, Skeleton, now grants enhanced Movement Speed and Accuracy starting from talent level 3 (not applicable to necromancer summons). Fly fast from death's jaws, little bones! New SFX have additionally been added to Bone Armour and Re-Assemble. Step fast and light, adventurer; the dust of the grave yet stirs, and its envy of the living grows ever more keen. Archery Addons Patch for ToME 1.6.4+ 1.6.4This is a patch for addons with 'archery' talents that have not been updated since the 1.6.4 change to archerPreUse . Assuming they were still functioning as of 1.6.3, this patch should allow them to function once again. I can confirm this works with both Zephyr and Viper class addons, but I have not tested it further. Save files which have been affected by this change will cause the game to flash black and freeze, as will attempting to create a new character that would learn an affected talent at birth, or when learning an affected talent later on, or when an enemy spawns with an affected talent. There will be no error pop-up in game if this happens, but the error can still be found in te4_log.txt and should be repeated many times at the end of the file. If you see an error that refers to an addon and archerPreUse, this patch should solve the issue. Revamped Skirmisher 1.7.1Revamps the Skirmisher class. All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind. Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents. Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility. Scoundrel is unlocked, master increased to 1.3. [Buckler Training] [Tireless Combatant] [Skirmisher Slings] [Called Shots] |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Battleborn |
| Class | Archer |
| Level / Exp | 13 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Gloroda the white worm mass at level 13 on the 14th Dusk 122nd year of Ascendancy at 05:39 / 1 |
Primary Stats
| Strength | 23 (base 12) |
| Dexterity | 41 (base 39) |
| Constitution | 23 (base 10) |
| Magic | 22 (base 20) |
| Willpower | 20 (base 10) |
| Cunning | 28 (base 17) |
Resources
| Life | -82/387 |
| Stamina | 102/161 |
| Healing Factor | 1.1099022211822 |
| Regeneration | 11.376497767117 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 43 |
| Crit Chance | 9% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Physical | +10% |
| Cold | +12% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 20 (38.594633868923%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 4.9238052216851 |
| Physical Save | 29 |
| Spell Save | 23 |
| Mental Save | 24 |
Defense: Resistances
| Nature | 30%( 70%) |
| Lightning | 5%( 70%) |
| Light | 10%( 70%) |
| Temporal | 6%( 70%) |
| Cold | 10%( 70%) |
| Mind | 6%( 70%) |
| Fire | 10%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 22% |
| Fear Resistance | 44% |
| Stun Resistance | 22% |
| Poison Resistance | 20% |
| Silence Resistance | 44% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 148 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Sniper | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Battleborn | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Wolfmire. Escort: lost defiler (level 3 of Wolfmire)As a reward you improved Cunning by +5. | 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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed minotaur nose. The Brotherhood of Alchemists* &039; * You&WHITELIGHT_GREEN039;ve found the needed length of troll intestine. * &039; * &039;ve gotten it, cross some moving water on your way back.&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITELIGHT_GREEN039;ve found the needed skeleton mage skull. * &039;ve lost a number of adventurers to this one, but I&039;ll be fine.&WHITESLATE039;Needed: one bloated horror heart. Don&039;t get any on you.&WHITESLATE039;Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...&WHITESLATE039;Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.& | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | scholar&Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +4 (+2 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Quiver | deadly quiver of yew arrows of erosion (14/20, 44-61 power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 43.5 - 60.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 Damage (Ranged): +8 nature Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern &039;Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% mind Disease immunity: +20% Light radius: +6 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 | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Prox&Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% nature Changes damage: +10% nature Physical save: +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | mighty ash longbow of coldRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +11 cold When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +3 Str Changes damage: +12% cold Longbows are used to shoot arrows at your foes. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable &039; to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
| Cloak | thick linen cloak of fog (6 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Changes resistances: +10% fire / +10% light / +10% cold Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +12 Critical mult.: +10.00% Amulets make your neck look great! |
Inventory
ShadowsteelInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +1 Str Changes resistances: +10% light / +10% darkness Changes resistances penetration: +5% darkness / +5% lightning Changes damage: +6% physical Blindness immunity: +22% Amulets make your neck look great! |
warrior&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +5 (+3 eff.) Confusion immunity: +20% Rings make your fingers look great! |
elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. cruel steel sceptre of fire (12-16 power, 3 apr)cruel steel sceptre of fire (12-16 power, 3 apr) Requires: - Magic 14 - Constitution 14 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / sceptre ; tier 2 Base power: 11.5 - 16.1 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (radius 1) on hit: +8 fire When wielded/worn: Physical crit. chance: +5.0% Changes damage: +11% fire Critical mult.: +14.00% Spellpower: +6 (+3 eff.) Blunt and deadly. |
naturalist&Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+5 eff.) Armour: +1 Damage (Melee): 6 nature Changes stats: +2 Dex Changes resistances: +5% nature Changes damage: +3% nature Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Winterrage the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 temporal / 2 cold Changes resistances: +12% cold / +3% temporal Physical save: +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.high-capacity quiver of ash arrows (39/39, 20-27 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 39 When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_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. |
2 amethyst0.00 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. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Feather the Battleborn Archer level 7
6th Mirth 122nd year of Ascendancy at 13:49 see stats
Level 10 (Roguelike)
Got a character to level 10.By Feather the Battleborn Archer level 10
1st Dusk 122nd year of Ascendancy at 13:25 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Feather the Battleborn Archer level 6
78th Pyre 122nd year of Ascendancy at 08:48 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Feather the Battleborn Archer level 11
5th Dusk 122nd year of Ascendancy at 10:46 see stats
Log
Thought-forged warrior is knocked back!
Feather is knocked back!
Feather is stunned!
Gloroda the white worm mass hits Feather for 37 physical damage.
Gloroda the white worm mass hits Thought-forged warrior for 35 physical damage.
Ravage from Gloroda the white worm mass hits Feather for 18 physical damage.
Thought-forged warrior hits Feather for 56 physical, 7 mind (63 total damage).
Bleeding from Feather hits Thought-forged warrior for 5 physical damage.
Deadly Poison from Feather hits Thought-forged warrior for 11 nature damage.
Gloroda the white worm mass uses Maelstrom.
Feather uses Called Shots.
Thought-forged warrior is silenced!
Poison bursts out of Thought-forged warrior&LASTLAST039;s Called Shots hits Thought-forged warrior for 8 physical, 3 nature, 5 cold (17 total damage).
Gloroda the white worm mass deactivates Thought-Form: Warrior.
Feather&
Talent Infusion: Regeneration is ready to use.
Talent Dig is ready to use.
Talent Headshot is ready to use.
Ravage from Gloroda the white worm mass hits Feather for 18 physical damage.
Gloroda the white worm mass converts some damage to Psi!
Deadly Poison from Feather hits Gloroda the white worm mass for 4 to psi, 8 nature (12 total damage).
Gloroda the white worm mass&fbd578LASTLAST039;s maelstrom hits Feather for 12 physical damage.
Gloroda the white worm mass uses Mind Sear.
Gloroda the white worm mass&
Gloroda the white worm mass hits Feather for 148 mind damage.
Feather the level 13 battleborn archer was psyched to death by Gloroda the white worm mass on level 2 of Sandworm lair.










































































