
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Ignore Race/Class Locks 1.7.0Modifies 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.] 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:
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. Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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:
Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 25 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Belekira the devourer at level 11 on the 10th Mirth 122nd year of Ascendancy at 16:19 0 / 8Killed by ritch flamespitter at level 15 on the 6th Flare 122nd year of Ascendancy at 03:25 Killed by Eilinytta the anaconda at level 21 on the 46th Dusk 122nd year of Ascendancy at 13:54 Killed by mecharachnid (servant of Øtik) at level 24 on the 52nd Dusk 122nd year of Ascendancy at 23:34 Killed by Elomina the rogue at level 25 on the 61st Dusk 122nd year of Ascendancy at 20:04 Killed by Belirebeth the rattlesnake at level 25 on the 61st Dusk 122nd year of Ascendancy at 23:51 Killed by Eludassra the fire drake hatchling at level 25 on the 69th Dusk 122nd year of Ascendancy at 04:02 Killed by Eludassra the fire drake hatchling at level 25 on the 69th Dusk 122nd year of Ascendancy at 04:25 |
Primary Stats
| Strength | 30 (base 14) |
| Dexterity | 64 (base 55) |
| Constitution | 21 (base 10) |
| Magic | 23 (base 10) |
| Willpower | 29 (base 10) |
| Cunning | 65.4 (base 45) |
Resources
| Life | -134/525 |
| Steam | 65/100 |
| Healing Factor | 1.204804467222 |
| Regeneration | 7.5300279201377 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 1 |
| See Stealth | 9 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 56 |
| Crit Chance | 34% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 56 |
| Crit Chance | 32% |
| APR | 21 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +6% |
| Light | +12% |
| Temporal | +9% |
| Blight | +3% |
| Physical | +12% |
| Fire | +10% |
| All | +0% |
Offense: Damage Penetration
| All | +0% |
Defense: Base
| Armour (hardiness) | 55.317011280365 (100%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 11 |
| Physical Save | 34 |
| Spell Save | 18 |
| Mental Save | 38 |
Defense: Resistances
| Acid | 10%( 70%) |
| Physical | 16%( 70%) |
| Cold | 13%( 70%) |
| All | 7%( 70%) |
| Darkness | 36%( 70%) |
| Light | 42%( 70%) |
| Lightning | 24%( 70%) |
| Fire | 24%( 70%) |
| Nature | 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Confusion Resistance | 21% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Constitution 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 111% efficiency and cooldown mod of 56%. 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 139% efficiency and cooldown mod of 68%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
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 grave | active |
Escort: injured seer (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Salina the large brown snake. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+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 |
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 Horned Horror. * 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&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
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 vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.&WHITELIGHT_GREEN039;ve found the needed length of troll intestine. The Brotherhood of Alchemists* &039; Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * &039; * &039; * &039; Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn&039; * &039;s undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you&039;t apply curses.&WHITELIGHT_GREEN039;ve found the needed sandworm tooth. * You&WHITESLATE039;Needed: one giant spider spinneret. The spiders in your barn won&039;ll know a giant spider when you see one, though they&039;Eyal.& | 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 within9 lumberjacks have died. | done |
Equipment
| On feet | restorative pair of iron boots (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Ego+] Nature While equipped: defense ------ Armor +3 Fatigue +2% Stealth +4 Life Regen +2.00 Healmod +11% other ------- Talents +2 Moss Tread Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Quiver | barbed pouch of dwarven-steel shots of crippling (17/17, 42-51 power, 3 apr) 3.0 Encumbrance T3 shot ammo [Ego++] Master Weapon Damage 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +17.0% Capacity 17 On Crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: other ------- Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern &039;2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +9% light +6% cold Unlife -80.00 life Life +40.00 other ------- Light +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 | iron helm &039; (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun +5 Con offense ------ Damage +6% cold +6% temporal Accuracy +4 (+1 eff.) defense ------ Armor +3 Fatigue +5% Resistance +11% light +11% darkness other ------- Light +4 Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable &039; to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 138.73 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | supercharged elm wand of shielding [power 140] (25 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 140 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gladiator&0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +3 Mag +6 Con offense ------ Physical Power +6 (+1 eff.) On-Hit 12 light On-Ranged-Hit 12 light Damage +12% light Rings make your fingers look great! |
| On fingers | copper ring &039;0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +3% temporal defense ------ Armor +4 Resistance +3% acid +15% light +6% lightning Mind save +6 (+2 eff.) Life Regen +2.00 Confus Resist +21% Rings make your fingers look great! |
| Around neck | copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
| In main hand | Signal 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate +16.0% Attack Speed 100% Damage Multiplier 125% Range +7 Projectile Speed +300% Damage Conversion 80% fire burn On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam Flare: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 7 Cooldown: 7 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 23 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
| Around waist | Mighty Girdle 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +5 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Crit: * Breaks enemy weapon. While equipped: Stats +9 Cun +9 Dex defense ------ Hardiness +20% Defense +17 (+5 eff.) Physical save +17 (+8 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | Hathantir (8 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Critical power +10.00% Damage +12% physical Ignore Armor +1 defense ------ Defense +8 (+2 eff.) Resistance +12% lightning +0% cold +3% light +0% nature Physical save +7 (+4 eff.) Life Regen +2.00 Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ulerefast (4 def, 28 armour) 14.0 Encumbrance T3 heavy armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +7 Cun +14 Wil offense ------ Damage +3% blight defense ------ Armor +28 Hardiness +20% Defense +4 (+1 eff.) Fatigue +14% Resistance +10% darkness +9% physical Crit Resistance 15.00% Mind save +17 (+6 eff.) other ------- Light +1 Track: Puts all charms on 30 cooldown Effective talent level: 1.8 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
regeneration infusion of the wizard (heal 435; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 435 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
potent elm magestaff of channeling (13-16 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +15 (+5 eff.) Damage +13% fire other ------- Mana/turn +0.14 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel ash vilestaff of might (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Critical power +10.00% Spellpower +6 (+2 eff.) Damage +15% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Barorach the Darkflash (46-73 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 45.5 - 72.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +16 acid While equipped: Stats +10 Wil +12 Con offense ------ Physical Power +10 (+2 eff.) Damage +6% darkness Ignore resists +10% acid +10% physical When Hit 2 darkness defense ------ Life +19.00 Disarm Resist +24% Massive two-handed swords. |
elemental dwarven-steel greatsword (39-62 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Arcane Weapon Damage 39.0 - 62.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 81 acid damage (1/turn) While equipped: offense ------ Damage +12% acid Ignore resists +12% acid Massive two-handed swords. |
caustic iron mace (12-16 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego+] Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-crit, radius 2 +7 acid +7 nature While equipped: offense ------ Ignore resists +8% acid +5% nature Ignore Armor +6 Blunt and deadly. |
Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+3 eff.) Spell save +10 (+6 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
steel steamgun &039;4.0 Encumbrance T2 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Str +10 Wil +12 Con offense ------ Physical Crit +3.0% Accuracy +6 (+2 eff.) defense ------ Resistance +6% lightning +3% light Life +34.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
psychokinetic pouch of steel shots (22/22, 20-25 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Psionic Weapon Damage 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 22 On-ranged-hit +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 218 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
timebroken silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) Damage +11% acid +12% temporal +9% fire +14% cold +13% arcane +9% physical defense ------ Resistance +11% acid +14% physical +14% fire +12% cold +13% all other ------- Max mana +34.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic hardened leather armour of fire resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +16% fire +10% light +13% darkness A suit of armour made of leather. |
enlightening steel mail armour of the deep (2 def, 8 armour)14.0 Encumbrance T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +8 Defense +2 (+0 eff.) Fatigue +12% Resistance +5% acid +6% cold Mind save +14 (+5 eff.) other ------- Breathe water A suit of armour made of mail. |
iron plate armour &039; (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Rare] Master While equipped: offense ------ Damage +15% acid defense ------ Armor +7 Fatigue +22% Resistance +6% physical Physical save +12 (+6 eff.) Mind save +18 (+6 eff.) Life Regen +4.00 Disarm Resist +20% Knockbk Resist +20% A suit of armour made of metal plates. |
Emeluleyabeth the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str +3 Cun +2 Con offense ------ Physical Crit +1.0% Physical Power +1 (+0 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -2% Resistance +0% nature +0% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots &039; (0 def, 11 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Cun +6 Str offense ------ Ignore resists +10% nature When Hit 10 lightning On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Armor +11 Fatigue +3% Resistance +10% acid +8% fire +9% lightning +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Genor (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+1 eff.) defense ------ Armor +1 Resistance +5% arcane +1% physical Life +20.00 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 hat &039; (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: Stats +4 Str +3 Dex +1 Wil defense ------ Armor +1 Fatigue +1% Resistance +6% nature +7% blight Mind save +6 (+2 eff.) A hat made of leather. Very stylish. |
Scumwilder (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +13 Mag +11 Wil offense ------ Spellpower +8 (+3 eff.) Damage +20% light +6% nature Ignore resists +5% nature +20% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 33 defense ------ Defense +3 (+1 eff.) Resistance +30% light +3% nature A pointy cloth hat, very wizardly... |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Disease Resist +15% Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. It was changed by the digestive sack. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
103 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 Encumbrance 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. |
simple frost salve [power 14] simple frost salve [power 14]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 111% efficiency and 56% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 167] simple healing salve [power 167]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 111% efficiency and 56% cooldown modifier. Heal 167 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 235] powerful pain suppressor salve [power 235]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 111% efficiency and 56% cooldown modifier. Let you fight up to -235 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLAST999900LASTANTIQUE_WHITE |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Shadowgrind [power 260] (15 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +9% temporal defense ------ Resistance +3% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown 100% to heal for 58. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Øtik the Cornac Annihilator level 19
26th Dusk 122nd year of Ascendancy at 00:26 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Øtik the Cornac Annihilator level 23
52nd Dusk 122nd year of Ascendancy at 09:34 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Øtik the Cornac Annihilator level 10
2nd Mirth 122nd year of Ascendancy at 14:07 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Øtik the Cornac Annihilator level 20
43rd Dusk 122nd year of Ascendancy at 04:15 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Øtik the Cornac Annihilator level 15
6th Flare 122nd year of Ascendancy at 03:23 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Øtik the Cornac Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 19:39 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Øtik the Cornac Annihilator level 10
5th Mirth 122nd year of Ascendancy at 20:26 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Øtik the Cornac Annihilator level 22
48th Dusk 122nd year of Ascendancy at 02:15 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Øtik the Cornac Annihilator level 17
8th Dusk 122nd year of Ascendancy at 21:10 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Øtik the Cornac Annihilator level 25
69th Dusk 122nd year of Ascendancy at 04:02 see stats
Log
Talent Implant: Medical Injector is ready to use.
Talent Reactive Armor is ready to use.
Øtik has finished recovering.
Talent Flamethrower is ready to use.
Something hits Øtik for 178 darkness damage.
Talent Implant: Medical Injector is ready to use.
Eludassra the fire drake hatchling casts Firebeam.
Eludassra the fire drake hatchling hits Øtik for 38 fire damage.
The shield around Eludassra the fire drake hatchling crumbles.
Talent Upgrade is ready to use.
Eludassra the fire drake hatchling casts Searing Light.
Eludassra the fire drake hatchling&fbd578LASTYELLOWLASTLASTLASTØtik shoots!
Target out of range. Hold to force your weapon to fire at targets beyond its range (7).
Steamgun Turret is still on cooldown for 3 turns.
Øtik uses Flame Turret.
Eludassra the fire drake hatchling casts Firebeam.
Eludassra the fire drake hatchling&
Eludassra the fire drake hatchling casts Moonlight Ray.
Eludassra the fire drake hatchling&
Eludassra the fire drake hatchling&fbd578LASTYELLOWLASTLASTUID:1187853:0fbd578LAST54 fire, 252 darkness (307 total damage).
Eludassra the fire drake hatchling hits Flame turret for 56 fire, 309 darkness (365 total damage).
Øtik the level 25 cornac annihilator was purified to death by Eludassra the fire drake hatchling on level 1 of Daikara.


































































































