









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Cleaner Item Descriptions 1.7.0Slightly More Adventurous 1.7.0Allows 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. Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. 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.] astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
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:
ZOmnibus Addon Pack 1.7.4Combines 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: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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. 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. Unrandom Egos 1.7.0No wide random numerical ranges on ego modifiers. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included 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 Comfortably Generous Levels 1.6.7Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Orcs |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 34 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant gunner at level 1 on the 10th Retaking 124th year of Ascendancy at 11:41 0 / 7Killed by Belama the sewer alligator at level 20 on the 31st Retaking 124th year of Ascendancy at 03:50 Killed by Xeranor the troll pirate at level 20 on the 31st Retaking 124th year of Ascendancy at 17:57 Killed by Yvymitta the ritch hunter at level 27 on the 48th Retaking 124th year of Ascendancy at 16:52 Killed by Gloryriathra the corrupted dendritic hemospinner at level 28 on the 49th Retaking 124th year of Ascendancy at 05:45 Killed by fire drake at level 28 on the 49th Retaking 124th year of Ascendancy at 07:39 Killed by radiant horror at level 34 on the 4th Revenge 124th year of Ascendancy at 12:44 |
Primary Stats
| Strength | 35 (base 12) |
| Dexterity | 36 (base 12) |
| Constitution | 22 (base 12) |
| Magic | 67 (base 60) |
| Willpower | 99 (base 52) |
| Cunning | 78 (base 60) |
Resources
| Mana | 543/743 |
| Negative | 149/149 |
| Life | -275/953 |
| Paradox | 573 |
| Hate | 100/100 |
| Psi | 179/189 |
| Vim | 232/232 |
| Steam | 100/100 |
| Positive | 129/149 |
| Stamina | 442/462 |
| Insanity | 100/100 |
| Healing Factor | 1.7524166372473 |
| Regeneration | 31.455878638589 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +118.41281712929% |
Vision
| Sight | 10 |
| Lite | 9.0249223594996 |
| Infravision | 5 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 143 |
| Accuracy | 76 |
| Crit Chance | 35% |
| APR | 41 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +21% |
| Physical | +87% |
| Mind | +40% |
| All | +0% |
| Lightning | +43% |
| Light | +21% |
| Temporal | +39% |
| Darkness | +40% |
| Cold | +60% |
| Fire | +21% |
| Nature | +26% |
Offense: Damage Penetration
| Acid | +25% |
| Temporal | +20% |
| Blight | +30% |
| Physical | +20% |
| Cold | +61% |
| Mind | +34% |
Defense: Base
| Armour (hardiness) | 32 (69.687909656376%) |
| Defense | 95 |
| Ranged Defense | 95 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 63 |
| Mental Save | 61 |
Defense: Resistances
| Acid | 29%( 70%) |
| Blight | 38%( 70%) |
| Arcane | 19%( 70%) |
| Cold | 59%( 70%) |
| All | 13%( 70%) |
| Lightning | 59%( 70%) |
| Light | 60%( 70%) |
| Temporal | 31%( 70%) |
| Physical | 20%( 70%) |
| Darkness | 37%( 70%) |
| Nature | 35%( 70%) |
Defense: Immunities
| Stun Resistance | 62% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 27% |
| Silence Resistance | 88% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 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. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 155 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 528 damage for 6 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Predator | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Tentacles | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Demented / Final Moment | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Malice | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Celestial / Blade of the Red Star | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Bloodstained | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Force | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall&{italic}{normal}GREYWHITEGREY039;Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
Hunt for the legendary Plumpkin! | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
The Grumpy Shopowner | active |
A group of trolls from the Kar&LIGHT_GREEN This is our land! | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| Psionic focus | Dimwilter the stralite greatsword (66-106 power, 3 apr)3.0 Encumbrance T4 greatsword 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 66.5 - 106.4 Physical Uses 170% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +16 mind On Hit: * 27% chance to reduce damage dealt by 32% * Create an explosion dealing 111 cold damage (1/turn) * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Wil offense ------ Damage +24% temporal +35% cold Ignore resists +30% blight +27% cold defense ------ Resistance +15% blight Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Massive two-handed swords. |
| Light source | Cracklefoe the alchemist&1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +7 Dex +11 Wil offense ------ Damage +21% lightning defense ------ Defense +40 (+7 eff.) Physical save +11 (+4 eff.) Spell save +24 (+6 eff.) Healmod +22% Poison Resist +27% Disease Resist +27% Confus Resist +27% other ------- Light +4 See Invisibility +18 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Sunwinnow the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Dex offense ------ Physical Crit +9.0% Damage +18% nature +24% physical Accuracy +20 (+4 eff.) defense ------ Armor +3 Fatigue +3% Resistance +8% physical +19% darkness +27% light other ------- Light +4 Infravision +5 A cap made of leather. |
| On feet | pair of hardened leather boots &039; (40 def, 17 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +5 Str offense ------ Move Speed +10% Damage +21% fire +21% light +40% physical defense ------ Armor +17 Defense +40 (+7 eff.) Fatigue -8% Unlife -107.33 life Life +44.00 other ------- Stamina/turn +0.70 Max stamina +40.25 A pair of boots made of leather. |
| Tool | Sootimmortal of the Blightspawn [power 475] (15 cooldown)2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: Stats +6 Dex +4 Con offense ------ Damage +15% temporal Ignore resists +25% acid +20% physical +20% temporal When Hit 8 temporal When Hit: * 48% chance to reduce strength, dexterity, and constitution by 31 * 50% chance to reduce damage dealt by 32% defense ------ Defense +25 (+5 eff.) Fire a magical bolt dealing 679 lightning damage Puts all charms on 15 turn cooldown 100% to heal for 93. 100% to gain a 37% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Anamahell the Voidfurnace0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +9 Cun +6 Wil offense ------ Damage +40% mind +18% darkness Ignore resists +34% mind +34% cold defense ------ Resistance +18% acid +7% arcane +15% nature +27% light Life Regen +6.00 Stun Resist +35% Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | vitalizing steel amulet of murder0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Con offense ------ Critical power +14.00% Accuracy +7 (+1 eff.) Ignore Armor +14 defense ------ Physical save +11 (+4 eff.) Life +50.00 Life Regen +4.00 Amulets make your neck look great! |
| In main hand | Voidwish the dwarven-steel dagger (18-24 power, 18 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Arcane Weapon Damage 18.5 - 24.1 Physical Uses 50% Cun, 100% Mag Mastery Blood-Red Blade Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +6.0% Attack Speed 100% On-hit +14 blight On Hit: * 19% chance to reduce strength, dexterity, and constitution by 31 While equipped: Stats +7 Con offense ------ Critical power +26.83% Damage +21% blight +15% darkness Ignore Armor +9 When Hit 13 fire defense ------ Defense +40 (+7 eff.) Spell save +24 (+6 eff.) Sharp, short and deadly. |
| On hands | umbral dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Str offense ------ Physical Power +10 (+2 eff.) On-Hit 9 darkness Damage +7% darkness defense ------ Armor +2 Fatigue +3% Resistance +9% darkness other ------- Talents +1 Sand Shredder Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | skylord&1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats +5 Str +5 Dex +5 Wil +5 Cun offense ------ Physical Power +8 (+2 eff.) defense ------ Physical save +16 (+6 eff.) Spell save +27 (+7 eff.) Mind save +16 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
| Cloak | Bethonor the Icetitan (42 def, 10 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: defense ------ Armor +10 Defense +42 (+8 eff.) Resistance +40% lightning +20% temporal +40% cold Crit Resistance 20.12% Mind save +24 (+6 eff.) Silence Resist +27% Stun Resist +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stormwoven silk robe of life (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Nature While equipped: Stats +8 Str +7 Mag +8 Wil offense ------ Damage +22% lightning +15% physical +25% cold defense ------ Resistance +14% blight +13% cold +13% lightning +13% all Life +83.00 Life Regen +4.70 Healmod +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Effective talent level: 2.5 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 175%. Each movement will leave a trail of flames doing 114.12 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
a necklace with fangs0.1 Encumbrance T2 amulet jewelry [Unique] Unknown |
Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +11 (+2 eff.) Ignore Armor +11 defense ------ Defense +11 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
Eclipse (18-22 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 160% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+3 eff.) Damage +15% darkness +15% physical +15% light +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
bloodlich&5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +8 Mag +9 Cun +7 Con offense ------ Spell Crit +4% Critical power +26.00% Spellpower +12 (+3 eff.) Damage +25% lightning defense ------ Resistance +12% lightning other ------- Negative/turn +0.20 Vim-on-crit +7.00 Max vim +44.00 Max negative +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking voratun battleaxe of rage (58-86 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Master Weapon Damage 57.5 - 86.2 Physical Uses 170% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +16 Str offense ------ Damage +21% physical Ignore resists +21% physical Accuracy +67 (+14 eff.) Ignore Armor +17 Massive two-handed battleaxes. |
chilling steel dagger (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 13.0 - 16.9 Physical Uses 100% Mag, 50% Cun Mastery Blood-Red Blade Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold Sharp, short and deadly. |
Gleamgrind (4 def, 4 armour)2.0 Encumbrance T2 cloth armor [Rare] Master While equipped: offense ------ Damage +9% fire Ignore resists +34% nature +34% fire On-Hit (Melee): * 27 arcane resource burn * 27% chance to reduce armor by 41% defense ------ Armor +4 Defense +4 (+1 eff.) Resistance +27% blight +27% light +7% arcane +9% all Physical save +20 (+7 eff.) other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
steel mail armour of the deep (2 def, 9 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: defense ------ Armor +9 Defense +2 (+0 eff.) Fatigue +12% Resistance +9% acid +9% cold other ------- Breathe water A suit of armour made of mail. |
Dimpeal (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Damage +24% lightning +24% temporal +40% mind Ignore resists +30% temporal When Hit 12 temporal On-Hit (Melee): * 27% chance to reduce all saves and defense by 39 * 27% chance to reduce damage dealt by 32% defense ------ Armor +3 Resistance +21% darkness +20% temporal Physical save +10 (+4 eff.) Spell save +11 (+3 eff.) Mind save +10 (+3 eff.) Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% A pair of boots made of leather. |
Runamnir the Shinebolt (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +14 Wil offense ------ Critical power +26.83% Damage +39% light Ignore resists +34% mind +25% light defense ------ Armor +4 Fatigue -4% Resistance +20% mind Physical save +11 (+4 eff.) other ------- Encumbrance +38 Hate-on-crit +6.71 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Adomina the Sunglory (40 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +7 Str offense ------ Physical Crit +8.0% Ignore resists +30% acid +34% light When Hit 12 light defense ------ Armor +4 Defense +40 (+7 eff.) Fatigue +4% Resistance +20% mind +47% cold Mind save +24 (+6 eff.) other ------- Stamina/turn +4.02 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature 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. |
11 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. |
19 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. |
20 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
23 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con 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. |
32 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 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. |
34 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. |
34 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe&0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal& |
Korbek&2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+2 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
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 367/400 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. |
Cyribeth the Bleakqueller [power 185] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +11 Str +5 Mag +10 Wil +5 Cun offense ------ Ignore resists +25% darkness +25% arcane When Hit 13 darkness defense ------ Resistance +7% arcane +12% nature +27% darkness Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 346 physical damage Puts all charms on 15 turn cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Demonbender the yew totem of summon tentacle [power 265] (25 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Spell Crit +9% Ignore resists +15% arcane When Hit 13 blight On-Hit (Melee): * 27% chance to reduce damage dealt by 32% defense ------ Resistance +12% darkness other ------- Mana-on-crit +2.68 Max mana +134.16 Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 656 Base Damage: 325 Armor: 25 All Resist: 26 Puts all charms on 25 turn cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing &039; [power 302] (15 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +4% Damage +40% mind When Hit 13 fire defense ------ Resistance +20% temporal Mind save +18 (+5 eff.) Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 15 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. 100% to increase all damage penetration by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Chromatic Wand2.0 Encumbrance T2 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% lightning +10% fire +10% cold +10% physical other ------- Wards +2 lightning +1 temporal +1 light +2 fire +1 nature +1 acid +2 physical +1 darkness +1 blight +2 cold +1 mind +1 arcane Talents +2 Ward Masteries +0.20 Spell/Elementalism Chromatic Orb: Effective talent level: 3.5 Power cost 20 out of 24/24. Range 20 Cooldown: 3 Travel.spd 300% of base Is: a spell Description: Fire a slowish bolt of a random element doing 231.39 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. |
Voidvice [power 12] (15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +10 Wil offense ------ Critical power +25.00% Damage +40% lightning +18% light +36% darkness Ignore resists +34% mind defense ------ Resistance +15% darkness +18% light Reveal the area around you, dispelling darkness (radius 12, power 74 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yeti&1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti&1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
A Fistful of Gold (Madness (Adventure) difficulty)
Buy an item from an AAA.By Dark Urge the Yeek Adventurer level 2
10th Retaking 124th year of Ascendancy at 14:08 see stats
Across the Narrow Sea (Madness (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Dark Urge the Yeek Adventurer level 16
25th Retaking 124th year of Ascendancy at 06:53 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Dark Urge the Yeek Adventurer level 10
16th Retaking 124th year of Ascendancy at 11:57 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Dark Urge the Yeek Adventurer level 20
30th Retaking 124th year of Ascendancy at 20:19 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Dark Urge the Yeek Adventurer level 30
50th Retaking 124th year of Ascendancy at 04:59 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Dark Urge the Yeek Adventurer level 26
48th Retaking 124th year of Ascendancy at 13:22 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Dark Urge the Yeek Adventurer level 17
28th Retaking 124th year of Ascendancy at 10:54 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Dark Urge the Yeek Adventurer level 29
49th Retaking 124th year of Ascendancy at 18:42 see stats
This will make a big Omelette! (Madness (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Dark Urge the Yeek Adventurer level 30
50th Retaking 124th year of Ascendancy at 18:33 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Dark Urge the Yeek Adventurer level 31
51st Retaking 124th year of Ascendancy at 03:30 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Dark Urge the Yeek Adventurer level 9
16th Retaking 124th year of Ascendancy at 00:17 see stats
Log
Demonic Soul hits Multi-hued drake for 24 fire damage.
Melee retaliation hits Dark Urge for (3 converted), 6 fire, (1 converted), 3 cold, (3 converted), 6 fire, (1 converted), 3 cold, (3 converted), 6 fire, (1 converted), 3 cold, (3 converted), 6 fire, (1 converted), 3 cold, (3 converted), 6 fire, (1 converted), 3 cold, (3 converted), 6 fire, (1 converted), 3 cold (54 total damage).
Radiant horror hits Dark Urge for (11 converted), 25 cold, (5 converted), 12 darkness (38 total damage).
Melee retaliation hits Dark Urge for (2 converted), 4 fire, (2 converted), 4 cold, (2 converted), 4 fire, (2 converted), 4 cold (17 total damage).
Melee retaliation hits Dark Urge for (2 converted), 4 lightning, (4 converted), 9 fire, (2 converted), 4 cold, (2 converted), 5 acid, (2 converted), 4 lightning, (4 converted), 9 fire, (2 converted), 4 cold, (2 converted), 5 acid (42 total damage).
Melee retaliation hits Dark Urge for (3 converted), 6 fire, (1 converted), 3 cold, (3 converted), 6 fire, (1 converted), 3 cold, (3 converted), 6 fire, (1 converted), 3 cold, (3 converted), 6 fire, (1 converted), 3 cold, (3 converted), 6 fire, (1 converted), 3 cold (43 total damage).
Searing horror hits Dark Urge for (35 converted), 81 fire (81 total damage).
Radiant horror hits Dark Urge for 0 cold, 0 mind, 0 darkness, 0 darkness, 0 darkness, (90 converted), 211 physical, (1 converted), 2 darkness, (6 converted), 15 darkness, (2 converted), 4 darkness, (67 converted), 155 darkness, (1 converted), 3 darkness, (5 converted), 12 darkness, (1 converted), 2 darkness, (3 converted), 8 darkness, (148 converted), 344 darkness, (1 converted), 3 darkness, (3 converted), 7 darkness, (1 converted), 3 darkness (771 total damage).
--------------------------------
Demonic Soul killed Multi-hued drake hatchling!
Dark Urge casts Healing Light.
Dark Urge receives 806 healing.
Dark Urge casts Tendrils Eruption.
Dark Urge uses Cut Time.
The demonic soul releases a burst of fire around radiant horror!
Radiant horror&
Multi-hued drake&
Dark Urge&
Multi-hued drake is caught by a slimy tendril.
Searing horror starts to bleed.
The shield around searing horror crumbles.
Dark Urge&
Searing horror is caught by a slimy tendril.
Your shield crumbles under the damage!
The shield around Dark Urge crumbles.
Radiant horror starts to bleed.
Dark Urge&
Radiant horror&
Radiant horror is caught by a slimy tendril.
Radiant horror is caught by a slimy tendril.













































































































