












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Additional Randart Properties 1.5.5 Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. Brawler Weapon Tinkers on Gloves 1.5.5Allows brawlers and other classes with Unarmed Mastery to attach weapon tinkers to their gloves. FlexSpec Respec Limitation Relaxer 1.5.5Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ghoul MultiFork - Neg. Healing Mod Instead of Neg. Speed, also Ghoul Buff + Ghouls Dont Breathe Tinker Fix 1.5.5Replaces the Ghoul Global Speed Penalty of the default 1.5.5 game with a starting healing mod of 51% (compared to normal). Also includes Ghouls Don't Breathe features (thanks blortad) with an added fix I made so tinker inscriptions (Embers of Rage DLC feature unlocked in original campaign) don't get overwritten. Ghoul Buff (thanks StarKeep and of course DarkGod) is included in its entirety: Ghoul Buff: Ghoul MultiFork general details: NOT COMPATIBLE WITH: Race Rebalancing Addon aka RACISM, Ghoul Buff addon, Ghouls Dont Breathe addon, Ghoul Global Speed Tweak addon because they change similar things. ADDON PRIORITY (Load order): 1000 This addon OVERLOADS the Ghoul racial skills file to add the 1% healing mod bonus per level and incorporate the Ghoul Buff features: This addon also uses a 'ToME:load' HOOK to change the default ghoul global speed to 100%, to remove the requirement for ghouls to breathe, to set the basic healing factor, and to change the character creation text. Harbinger 1.5.5 Flexible Seeds 1.5.5Allows demon seeds to be planted without a shield. Acid Trees for Archmage 1.4.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Inferno Race Pack 1.4.0Adds a collection of my races. Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Talents Work With Any Weapon 1.5.5Berserker punching orcs to death? Temporal Warden using guns? Why is this Sawbutcher using Mindstars? This mod removes some restrictions to let almost every talent work with almost any weapon. This mod is currently under development, so beware of potential problems and please report any bugs or errors here or preferably in the discussion thread. Suggestions are also welcome. More details and technical info can be found in the thread. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Beyond the Flesh Tweak 1.4.9Tweaks beyond the flesh so that each time the talent is activated a check will be made to determine if using 'psi-combat' stats (wil/cun) will be more or less effective for your currently conventionally wielded weapons. If these stats would be worse, the 'use_psi_combat' value is not set for the player, allowing them to use the sustain while using the normal stats for weapons. Mostly useful for Adventurer builds. As of the first version, only checks the mainhand or ammo if you're wielding a ranged weapon, mostly ignores the accuracy issue (save for a single check if you have a staff in your mainhand), also effects the psi focus weapon, and any and all support for shields, unarmed attacks, and talents such as Strength of Purpose or Lethality is entirely incidental. See the forum thread for a list of known issues, mostly just those listed above. As of NSRR Betterment Version 1, most of that's fixed to one degree or another. Check thread for details, or don't and just know it's working better now. Special credit to forum user/addon maker nsrr, who probably deserves more credit for the contents of this addon than I do. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Select your Escorts 1.5.0Allows 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. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Monk 1.1.5Monk for versions b42 and above. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Tweaked Arcane Aether 1.5.2Takes 0players fix for arcane permation (66 percent arcane 34 other resistance)(tweak disabled atm til toggleable and nonsuperloading), optional tweak for disruption shield (tweaks disruption shield to be useable at 33 percent, nerfs the damage cap to 1.75 instead of 2.00, and lowers cooldown by 5 to 25), includes altered version of expermental hate as optional tweak, made phase door rune work in controlled phased door areas as intended, optional tweak for nulls crystal races to allow steamtech for them, togglable tweak to the golemancy tree to fix golems to be changed to work with steamtech (golems don't need to pay gold for steamtech unlock) with tweaks to enable steamtech and taints, optional tweaks for disabling rares from using certain classes (allows you to disable rares from using hedgeknight, oozemancer, or any combination of the tinker classes, a togglable expermental hate option (included with premission and slight changes), option to revert inferno pettiness's hedgeknight boss toggle (if you use that mod anyway), optional toggle to disable most of hedgeknight's petal skills for npcs, and toggleable tweak for necromancy+ (enabling one of the skills to effect all summons). All current tweaks are optional (with some enabled by defualt but will only effect files if certain files are present). Bone Shield Tweak 1.5.5This addon modifies Bone Shield to add a low damage threshold which will prevent charges from being expended on minor damage. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Embers of Rage 1.4.4Official 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 1.5.5Quality 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. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Midnight 1.5.0Adds 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. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Shield Tactics - New Bulwark Talent Category 1.5.5Adds the 'Technique/Shield tactics' talent tree as a new generic category available to Bulwarks. Starts locked at 1.3 mastery, and requires Con. 1)Tempered Will: 2)Relentless Retaliation: 3)Tactical Defense: 4)Reflexive Block: 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. The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Shoot Tweak 1.5.5This addon will cause all actors to generate with the 'Shoot' talent. Useful for Adventurers in particular. Zephyr 1.5.5 Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 6 / 36% |
| Size | medium |
| Lifes / Deaths | 0 / 4 |
Primary Stats
| Strength | 20 (base 16) |
| Dexterity | 10 (base 12) |
| Constitution | 15 (base 12) |
| Magic | 24 (base 24) |
| Willpower | 21 (base 18) |
| Cunning | 18 (base 18) |
Resources
| Life | -6/222 |
| Mana | 174/185 |
| Stamina | 100/122 |
| Psi | 98/111 |
| Healing Factor | 1.0405405405405 |
| Regeneration | 12.746621621622 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 19 |
| Crit Chance | 10% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 19 |
| Crit Chance | 10% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Arcane | +3% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 10.827197350154 (76.923076923077%) |
| Defense | 11 |
| Ranged Defense | 19 |
| Fatigue | 23 |
| Physical Save | 50 |
| Spell Save | 27 |
| Mental Save | 25 |
Defense: Resistances
| Acid | 29%( 70%) |
| All | 14%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (2/3)
| 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: 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 60 life over 5 turns. |
Class Talents
| Technique / Magical combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Martial enchantments | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat Casting | 1.00 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Eldritch Aura |
| talent | Beyond the Flesh |
| talent | Arcane Combat |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | Dwarven Resilience |
| detrimental effect | Your strength is fading, causing you to take 12.04 damage each turn. Fading |
| detrimental effect | The target has been splashed with acid, taking 14.32 acid damage per turn, reducing armour by 21 and attack by 18. Acid Splash |
Quests
From bellow, it devours | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Equipment
| Psionic focus | [vs. iron shield (4 def, 2 armour, 10-12 power, 20.5 block) (In main hand, 1 of 2)]elm starstaff of war (15-18 power, 2 apr, physical element) Requires: - Magic 11 Powered by arcane forces Crafted by a master Enchantment: Weapon 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 15.0 - 18.0(+5.0 - +6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +3 (+1) Armour Penetration: +2 Crit. chance: +2.5% (-) Attack speed: 100% Block value: +0 (-20) Damage (Melee): +5 physical When used to attack (with talents): Base power: 0.0 - 0.0(-10.0 - -12.0) Uses stat: 0% Mag Damage type: Physical Accuracy: +0 (-2) Crit. chance: +0.0% (-2.5%) Block value: +0 (-20) When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +5.0% Armour: +0 (-2) Defense: +0 (+0 eff.) (-4 (-4 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-4 eff.)) Fatigue: +0% (-6%) Changes damage: +15% physical Talents granted: +1 Command Staff +0(+-1) Block Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| Light source | [vs. bright brass lantern of clarity (Light source)]bright brass lantern of clarity Requires: Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) (-) Light radius: +4 (-) See stealth: +5 (-) See invisible: +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Eilinyta (0 def, 3 armour) (On head)]Eilinyta (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 4(-) acid / 0(-15) item acid corrode Damage when hit (Melee): 16(-) blight Changes resistances: +3%(-) acid Changes damage: +12%(-) blight Physical save: +11 (+3 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On fingers | [vs. savior&LASTsavior& Requires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+2 eff.) (-) Spell save: +6 (+3 eff.) (-) Mental save: +7 (+3 eff.) (-) Blindness immunity: +20% (-) Infravision radius: +3 (-) See stealth: +5 (-) See invisible: +6 (-) Rings can have magical properties. |
| On feet | [vs. traveler&LASTtraveler& Requires: Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -3% (-) Maximum encumbrance: +20 (-) Physical save: +7 (+2 eff.) (-) A pair of boots made of leather. |
| In main hand | [vs. iron shield (4 def, 2 armour, 10-12 power, 20.5 block) (In main hand, 1 of 3)]iron shield (4 def, 2 armour, 10-12 power, 20.5 block) Requires: - Magic 9 - Talent Heavy Armour Training (level 2) Powered by arcane forces Enchantment: Weapon 7.00 Encumbrance. Type: armor / shield ; tier 1 Base power: 10.0 - 12.0 Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +2 (-) Crit. chance: +2.5% (-) Block value: +20 (-) When used to attack (with talents): Base power: 10.0 - 12.0 Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +2 (-) Crit. chance: +2.5% (-) Block value: +20 (-) When wielded/worn: Armour: +2 (-) Defense: +4 (+4 eff.) (-) Ranged Defense: +4 (+4 eff.) (-) Fatigue: +6% (-) Talents granted: +1.00(-) Block Handheld deflection devices. Tap to cycle through comparison choices |
| On hands | [vs. steady iron gauntlets of magic (+2) (0 def, 1 armour) (On hands)]steady iron gauntlets of magic (+2) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces Enchantment: Heavy Armour 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Mag Changes damage: +3%(-) arcane Physical save: +6 (+2 eff.) (-) Mental save: +6 (+3 eff.) (-) Disarm immunity: +22% (-) When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 14% Str, 14% Dex, 80% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 (-) Armour Penetration: +3 (-) Crit. chance: +2.0% (-) Attack speed: 83% (-) When this weapon hits: Perfect Control (10% chance level 1). Damage (Melee): +6(-) arcane Burst (radius 2) on crit: +6(-) arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | [vs. iron shield (4 def, 2 armour, 10-12 power, 20.5 block) (In main hand, 1 of 3)]iron shield (4 def, 2 armour, 9-10.8 power, 21 block) Requires: - Magic 9 - Talent Heavy Armour Training (level 2) Powered by arcane forces Enchantment: Weapon 7.00 Encumbrance. Type: armor / shield ; tier 1 Base power: 9.0 - 10.8(-1.0 - -1.2) Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +2 (-) Crit. chance: +2.5% (-) Block value: +21 (+0) When used to attack (with talents): Base power: 9.0 - 10.8(-1.0 - -1.2) Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +2 (-) Crit. chance: +2.5% (-) Block value: +21 (+0) When wielded/worn: Armour: +2 (-) Defense: +4 (+4 eff.) (-) Ranged Defense: +4 (+4 eff.) (-) Fatigue: +6% (-) Talents granted: +1.00(-) Block Handheld deflection devices. Tap to cycle through comparison choices |
| Cloak | [vs. resilient linen cloak (1 def, 0 armour) (Cloak)]resilient linen cloak (1 def, 0 armour) Requires: Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Maximum life: +30.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. impenetrable iron mail armour of acid resistance (2 def, 10 armour) (Main armor)]impenetrable iron mail armour of acid resistance (2 def, 10 armour) Requires: - Magic 12 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 (-) Defense: +2 (+2 eff.) (-) Fatigue: +11% (-) Changes resistances: +15%(-) acid A suit of armour made of mail. |
Inventory
schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.cleansing copper amulet of constitution (+2) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% nature / +11% blight Poison immunity: +20% Disease immunity: +21% Amulets can have magical properties. |
[vs. iron shield (4 def, 2 armour, 10-12 power, 20.5 block) (In main hand, 1 of 2)]Whirlwind (10-15 power, 1 apr) Requires: - Magic 14 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 10.0 - 15.0(+0.0 - +3.0) Uses stats: 120% Mag, 42% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Accuracy: +0 (-2) Armour Penetration: +1 Crit. chance: +5.0% (+2.5%) Attack speed: 200% Block value: +0 (-20) Damage (Melee): +5 lightning When used to attack (with talents): Base power: 0.0 - 0.0(-10.0 - -12.0) Uses stat: 0% Mag Damage type: Physical Accuracy: +0 (-2) Crit. chance: +0.0% (-2.5%) Block value: +0 (-20) When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-4 (-4 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-4 eff.)) Fatigue: +0% (-6%) Talent granted: +0(+-1) Block This battleaxe moves fluidly, almost gracefully when swung. Tap to cycle through comparison choices |
[vs. steady iron gauntlets of magic (+2) (0 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Gleamstriker the rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-3 eff.)) Armour: +1 (-) Damage (Melee): 6 cold Changes stats: +1 Lck / +3(+1) Mag Changes resistances: +6% cold Changes damage: +0%(-3%) arcane / +4% cold Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-22%) When used to modify unarmed attacks: Base power: 8.5 - 9.4(-3.5 - -7.4) Uses stats: 14% Dex, 40% Cun, 80% Mag, 14% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +1 (-5) Armour Penetration: +1 (-2) Crit. chance: +1.0% (-1.0%) Attack speed: 100% (+17%) When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Ice Breath (10% chance level 2). Damage (Melee): +4 light / +0(-6) arcane Burst (radius 2) on crit: +6 ice / +0(-6) arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. steady iron gauntlets of magic (+2) (0 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. iron gauntlets &039; (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-3 eff.)) Armour: +1 (-) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 6 blight Changes stats: +0(-2) Mag Changes resistances: +6% blight Changes damage: +4% blight / +0%(-3%) arcane Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-22%) When used to modify unarmed attacks: Base power: 10.5 - 14.7(-1.5 - -2.1) Uses stats: 14% Dex, 40% Cun, 80% Mag, 14% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +1 (-5) Armour Penetration: +3 (-) Crit. chance: +2.0% (-) Attack speed: 83% (-) When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Soul Rot (20% chance level 1). On weapon hit: * Slows global speed by 40% (+40%) Damage (Melee): +0(-6) arcane Burst (radius 2) on crit: +6 blight / +0(-6) arcane Talent on hit(nature): Flamespit (5% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Eilinyta (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-3%) Damage (Melee): 0(-4) acid / 0(-15) item acid corrode Damage when hit (Melee): 0(-16) blight Changes resistances: +0%(-3%) acid Changes damage: +0%(-12%) blight Physical save: +0 (+0 eff.) (-11 (-3 eff.)) A pointy cloth hat, very wizardly... |
[vs. Eilinyta (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. rough leather cap &039; (0 def, 1 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-2%) Damage (Melee): 20 lightning / 0(-15) item acid corrode / 0(-4) acid Damage when hit (Melee): 12 lightning / 0(-16) blight Changes resistances: +7% blight / +0%(-3%) acid / +6% nature / +3% lightning Changes resistances penetration: +5% darkness Changes damage: +0%(-12%) blight Stealth bonus: +10 Physical save: +0 (+0 eff.) (-11 (-3 eff.)) A cap made of leather. |
3 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
2 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&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. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (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, costing 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. |
Achievements
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Mountain King the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 12:01 see stats
Log
Fading hits Mountain King for 6 damage.
Arcane Combat hits Layalewe the grannor&aaaaaaLASTLAST039;s Beyond the Flesh hits Layalewe the grannor&aaaaaaLASTaaaaaaLASTGREENLASTLASTLAST039;vor is fully armored again.
Layalewe the grannor&LASTUID:32549:0039;vor hits Mountain King for (43 mitigated), 83 arcane (83 total damage).
Layalewe the grannor&039;s armor corrodes!
Acid Splash from Layalewe the grannor&fbd578LAST09bafdLASTGREENLASTLASTfbd578LASTLAST039;s Beyond the Flesh hits Layalewe the grannor&aaaaaaLASTaaaaaaLASTGREENLASTLASTLASTLASTLASTMountain King misses Layalewe the grannor&LASTMountain King misses Layalewe the grannor&LASTORANGE039;vor shrugs off the effect &039;!
Mountain King hits Layalewe the grannor&aaaaaaLASTGREENLASTLASTMountain King hits Grannor&DARK_GREENLASTLASTUID:37952:0039;vor hits Mountain King for 6 acid damage.
Layalewe the grannor&LASTUID:32549:0039;vor misses Mountain King.
Acid Splash from Layalewe the grannor&fbd578LASTGREENLASTLASTfbd578LASTLAST039;s Beyond the Flesh hits Layalewe the grannor&aaaaaaLASTaaaaaaLASTGREENLASTLASTLAST























































