Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Doctornull's Tweak Pack 1.1.6A collection of tweaks for existing ToME content. Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Midnight 1.1.0Adds 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. Infinite500 v2.1: Revised high level play for ToME 1.1.1Version 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. Doctornull's Class Pack 1.1.6This 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. Adventurer Plus Addon 1.1.3Incompatibilities: There shouldn't be, unless you name your class "Hero" also. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. New Gem Types 1.1.6Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Items Vault 1.1.2Donators/Buyers bonus! The lost city of Vulcus (1.1) 1.1.1The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Necromancy+ 1.1.5Features: 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 Arcanum Class Pack 1.1.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: ZOmnibus Addon Pack 1.1.0Combines 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: Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. |
Campaign | Infinite Farportal |
Mode | Normal Adventure |
Sex | Male |
Race | Lich |
Class | Hero |
Level / Exp | 46 / 68% |
Size | medium |
Lifes / Deaths | Killed by Cursed Warrior Thing at level 20 on the 9th Flare 122nd year of Ascendancy at 05:16 6 / 2Killed by Cursed Warrior Thing at level 28 on the 27th Dusk 122nd year of Ascendancy at 02:44 |
Primary Stats
Strength | 40 (base 9) |
Dexterity | 46 (base 9) |
Constitution | 82.672421493587 (base 47) |
Magic | 85 (base 60) |
Willpower | 80 (base 15) |
Cunning | 136 (base 60) |
Resources
Mana | 922/922 |
Negative | 205/205 |
Vim | 260/260 |
Life | 1856/1856 |
Hate | 43/170 |
Healing Factor | 1.05 |
Regeneration | 10.815 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
See Stealth | 19 |
See Invisible | 25 |
Offense: Mainhand
Damage | 77 |
Accuracy | 61 |
Crit Chance | 134% |
APR | 46 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 70.25 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 16.666666666667 |
Offense: Mind
Mindpower | 81.48 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Blight | +28% |
Physical | +82% |
All | 0% |
Darkness | +181% |
Temporal | +15% |
Lightning | +33% |
Arcane | +15% |
Fire | +11% |
Nature | +6% |
Offense: Damage Penetration
Blight | +10% |
Arcane | +10% |
Mind | +10% |
All | 0% |
Lightning | +5% |
Temporal | +25% |
Physical | +17% |
Darkness | +35% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 53 (30%) |
Defense | 61.65 |
Ranged Defense | 63.65 |
Fatigue | 0 |
Physical Save | 95.237069504551 |
Spell Save | 78.5 |
Mental Save | 95.77 |
Defense: Resistances
Acid | + 20%( 98%) |
Blight | + 36%( 98%) |
Physical | + 69%( 98%) |
Cold | + 52%( 98%) |
All | + 15%( 98%) |
Lightning | + 33%( 98%) |
Mind | + 23%( 98%) |
Temporal | + 33%( 98%) |
Darkness | + 98%( 98%) |
Arcane | + 37%( 98%) |
Fire | + 35%( 98%) |
Nature | + 23%( 98%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 80% |
Poison Resistance | 100% |
Blind Resistance | 70% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Pinning Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 270 life, and cure one cut or wound effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 228 damage for 5 turns. The effect will scale with your magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 66 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Meta | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Corruption / Blight | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Nightfall | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blood magic | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.28 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Curses | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Effects
talent | Dark Ritual |
talent | Blurred Mortality |
talent | Shielding |
talent | Hymn of Moonlight |
talent | Spellcraft |
talent | Quicken Spells |
talent | Arcane Shield |
talent | Bone Shield |
beneficial effect | Fully absorbs 6 physical attacks. Ward |
Quests
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress can support: 423 more runs. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
Equipment
On feet | wanderer's pair of hardened leather boots of spellbinding (0 def, 3 armour) wanderer's pair of hardened leather boots of spellbinding (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Mag / +3 Cun / +3 Con Physical save: +19 Spell save: +3 Mental save: +16 Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Light source | Saved by the Lamp! Saved by the Lamp!Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +40 Changes stats: +8 Mag Damage when the wearer hits(melee): 4 blight Damage when the wearer is hit: 8 lightning Changes resistances: +6% blight Changes resistances penetration: +10% blight / +15% temporal Changes damage: +9% lightning Physical save: +60 Spell save: +55 Mental save: +72 Blindness immunity: +50% Confusion immunity: +30% Spellpower: +17 Mindpower: +9 Mental crit. chance: +12% Light radius: +12 See stealth: +19 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 68 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Dark Visage (3 def, 0 armour) Dark Visage (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +10 Cun / +19 Wil Damage when the wearer hits(melee): 2 arcane Damage when the wearer is hit: 4 mind Changes resistances: +49% physical / +6% arcane / +3% lightning / +19% blight / +58% darkness Changes resistances penetration: +5% lightning Changes damage: +58% physical / +59% darkness / +19% blight Physical save: +15 Mental save: +30 Confusion immunity: -20% Fear immunity: -20% Maximum hate: +43.00 Mindpower: +28 Mental crit. chance: +23% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.8 Power cost: 15 out of 15/15. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 299 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.1. Every victim of the whisper has a 33% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On hands | voratun gauntlets 'Issilemnir' (0 def, 15 armour) voratun gauntlets 'Issilemnir' (0 def, 15 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Armour: +15 Changes stats: +10 Str / +11 Dex / +10 Cun Damage when the wearer hits(melee): 10 fire Changes resistances: +3% physical / +9% fire Changes damage: +12% physical / +11% fire Talent cooldown: Double Strike (-2 turns) Critical mult.: +34.00% Physical save: +25 Mental save: +29 Stamina each turn: +0.20 Mana when firing critical spell: +1.00 Maximum life: +153.00 Spell crit. chance: +17% Mental crit. chance: +19% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Cystreeve the stralite torque of charged psionic shield [power 117] (20 cooldown) Cystreeve the stralite torque of charged psionic shield [power 117] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +9% mind Maximum wards: +4 physical / +6 mind / +6 darkness Changes resistances penetration: +10% mind / +15% nature Changes damage: +6% nature Talent granted: +2 Ward It can be used to setup a psionic shield, reducing all lightning and blight damage by 117 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | voratun ring 'Airedge' voratun ring 'Airedge'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Defense: +4 Changes stats: +1 Str / +9 Dex / +23 Wil / +29 Cun / +9 Con Damage when the wearer is hit: 16 lightning Spell save: +20 Blindness immunity: +20% Stun/Freeze immunity: +50% Life regen: +4.80 Maximum stamina: +34.00 Mindpower: +43 Rings can have magical properties. |
On fingers | Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 15 arcane / 15 temporal darkness Changes resistances: +15% arcane / +15% darkness / +15% temporal Changes resistances penetration: +10% arcane / +10% darkness / +10% temporal Changes damage: +15% arcane / +15% darkness / +15% temporal Talent masteries: +0.20 Spell / Void +0.10 Spell / Aether +0.10 Spell / Arcane Talent cooldown: Aether Avatar (-4 turns) Spell save: +18 Silence immunity: +30% Maximum mana: +35.00 Spellpower: +5 It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.2 Power cost: 6 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 248.99 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around neck | Resistor ResistorInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 Armour penetration: +15 Physical crit. chance: +11.0% Armour: +16 Defense: +24 Fatigue: -10% Changes stats: +10 Str Damage when the wearer hits(melee): 2 blight Changes resistances: +2% physical / +6% temporal Changes resistances cap: +13% all Changes damage: +9% blight Critical mult.: +40.00% Physical save: +22 Poison immunity: +5% Disarm immunity: +10% Pinning immunity: +10% Life regen: +4.50 Amulets can have magical properties. |
In main hand | Shadow Totem (55-66 power, 11 apr, darkness damage) Shadow Totem (55-66 power, 11 apr, darkness damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 55.0 - 66.0 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +11 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +35 draining blight Burst (radius 1) on hit: +4 physical Damage against: +10% Dragon / +15% Horror When wielded/worn: Accuracy: +15 Physical crit. chance: +23.0% Physical power: +15 Changes stats: +6 Mag / +5 Wil Damage when the wearer hits(melee): 35 arcane / 19 silence Damage when the wearer is hit: 8 physical Changes resistances: +9% lightning / +5% arcane Changes damage: +55% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Maximum mana: +222.00 Spellpower: +44 Spell crit. chance: +15% Healing mod.: +5% Life leech chance: +27% Life leech: +30% Staves designed for wielders of magic, by the greats of the art. |
Around waist | Satyrdredge the drakeskin leather belt Satyrdredge the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +22.0% Physical power: +10 Armour: +15 Defense: +15 Changes stats: +10 Dex / +3 Wil / +5 Cun Damage when the wearer hits(melee): 2 nature Changes resistances: +15% fire / +15% cold Changes resistances penetration: +10% nature Critical mult.: +30.00% Physical save: +23 Mental save: +3 Maximum life: +130.00 Maximum mana: +80.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +40.00 Mental crit. chance: +17% Light radius: +2 Reduces paradox failures(equivalent to willpower): +40 Maximum positive energy: +40.00 Maximum negative energy: +40.00 A belt that goes around your waist. |
In off hand | afflicted obsidian wardstone of natural resistances (+9%) afflicted obsidian wardstone of natural resistances (+9%)Requires: - Magic 25 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / wardstone ; tier 4 When wielded/worn: Armour: +4 Defense: +8 Ranged Defense: +8 Changes resistances: +9% physical / +9% cold / +6% acid / +9% nature Maximum wards: +2 physical / +3 cold / +1 acid / +2 nature Talent granted: +2 Ward Physical save: +14 Mental save: +13 Handheld warding devices |
Cloak | Cloak of Shadow (3 def, 0 armour) Cloak of Shadow (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +23 Armour penetration: +20 Defense: +3 Changes stats: +12 Str / +6 Dex / +6 Wil / +12 Cun / +12 Con Damage when the wearer is hit: 24 lightning Changes resistances: +22% darkness / +9% lightning Changes resistances penetration: +13% darkness Changes damage: +25% darkness / +24% lightning Critical mult.: +30.00% Stealth bonus: +32 Physical save: +30 Maximum life: +211.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | fearwoven elven-silk robe of darkness (+40%) (5 def, 0 armour) fearwoven elven-silk robe of darkness (+40%) (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +40% darkness Changes resistances penetration: +12% darkness / +17% physical Changes damage: +27% darkness / +12% physical Maximum hate: +7.00 Mindpower: +7 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Amulet of Inception Amulet of InceptionRequires: - Level 30 1.00 Encumbrance. [Plot Item] Type: jewelry / amulet It is part of a set of items. When wielded/worn: Physical power: +10 Physical save: +20 Spell save: +20 Mental save: +20 Maximum life: +0.00 Spellpower: +10 Mindpower: +10 A black amulet, positively humming with power. It is drawn to the Ring of Deception. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 Spell save: +10 Mental save: +10 Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of Deception Ring of Deception1.00 Encumbrance. [Plot Item] Type: jewelry / ring It is part of a set of items. When wielded/worn: Physical power: +6 Physical save: +12 Spell save: +12 Mental save: +12 Maximum life: +0.00 Spellpower: +6 Mindpower: +6 A black ring, with subtle illusion enchantments flowing around it. It is drawn to the Ring of Perception. |
Ring of Perception Ring of PerceptionRequires: - Level 20 1.00 Encumbrance. [Plot Item] Type: jewelry / ring It is part of a set of items. When wielded/worn: Physical power: +8 Physical save: +16 Spell save: +16 Mental save: +16 Maximum life: +0.00 Spellpower: +8 Mindpower: +8 A black ring, filled with much power. It is drawn to the Amulet of Inception. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 20% Wil, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: torments the target with many mental effects Special effect when this weapon kills: reduces loss of mental save When wielded/worn: Changes damage: +8% mind Mental save: -30 Mindpower: +9 The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Binding of the Elements Binding of the ElementsPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Armour Hardiness: +10% Defense: +10 Changes resistances: +10% physical / +10% fire / +10% cold / +10% lightning Damage affinity(heal): +10% physical / +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Spell / Elemental fusion It can be used to activate talent Bind Elemental (costing 30 power out of 40/40) : Effective talent level: 4.8 Power cost: 30 out of 40/40. Range: 5.0 Travel Speed: instantaneous Is: a spell Description: Binds an elemental into your control, giving you full control over its actions for 12 turns. When the effect ends the elemental will be banished. Instakill immunity will block Bind Elemental. The duration and chance to bind will increase with your Willpower. Each point in Bind Elemental will also increase your elemental damage penetration by 4%. An unknown crafter has bound the elemental threads of creation into this belt. |
Girdle of Transmutation Girdle of TransmutationPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Armour: +8 Armour Hardiness: +10% Changes stats: +8 Mag / +8 Con Talent masteries: +0.20 Spell / Stone alchemy +0.20 Spell / Morph Talent cooldown: Flux (-2 turns) It can be used to transmute some of your life into mana/vim, costing 20 power out of 20/20. This belt changes shape when you put it on, becoming a perfect fit. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 222.81 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Nigar the silk robe (8 def, 4 armour) Nigar the silk robe (8 def, 4 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +8 Changes stats: +1 Mag / +6 Wil / +5 Cun Damage when the wearer is hit: 20 blight Changes resistances: +21% darkness Changes damage: +14% darkness Physical save: +37 Spell save: +15 Mental save: +28 Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.6 Power cost: 16 out of 16/16. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 85.51 to 256.53 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery but odds are the crafter knew a thing or two about magic. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Gems can be sold for money or used in arcane rituals. |
large geode large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
kunzite kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% Gems can be sold for money or used in arcane rituals. |
enormous geode enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
tanzanite tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% Gems can be sold for money or used in arcane rituals. |
5 diamond 5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Spell save: +10 Confusion immunity: +30% Light radius: +2 Damage Resonance (when hit): +10% When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Confusion immunity: +30% Light radius: +2 Damage Resonance (when hit): +10% It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Olydutar the brass lantern Olydutar the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +4 Changes stats: +1 Cun / +1 Con Blindness immunity: +22% Silence immunity: +15% Confusion immunity: +12% Light radius: +6 See stealth: +7 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 68 for 9 turns. The radius will increase with your Cunning. 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. |
bright alchemist's lamp of corpselight bright alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness / +8% blight Spellpower: +5 Spell crit. chance: +4% Light radius: +7 Infravision radius: +4 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 45 blight damage or heals 52 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Blackclash (dig speed 6 turns) Blackclash (dig speed 6 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +9 Armour: +5 Defense: +8 Fatigue: -8% Changes stats: +7 Str Damage when the wearer hits(melee): 2 darkness Damage when the wearer is hit: 16 acid Changes resistances: +6% darkness / +10% physical Changes resistances penetration: +10% mind Changes damage: +9% acid Critical mult.: +29.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of quickening (dig speed 19 turns) voratun pickaxe of quickening (dig speed 19 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.6 Power cost: 20 out of 25/25. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 4 turns, rendering them unable to act. Every 20 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 21% 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
Chromatic Wand Chromatic WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 physical / +1 arcane / +2 fire / +2 cold / +2 lightning / +1 acid / +1 nature / +1 blight / +1 light / +1 darkness / +1 mind / +1 temporal Changes damage: +10% physical / +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Spell / Elementalism Talent granted: +2 Ward It can be used to activate talent Chromatic Orb (costing 20 power out of 24/24) : Effective talent level: 2.4 Power cost: 20 out of 24/24. Range: 20.0 Travel Speed: 300% of base Is: a spell Description: Fire a slowish bolt of a random element doing 200.20 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. |
Achievements
By The Lich King the Lich Hero level 33
45th Dusk 122nd year of Ascendancy at 00:16 see stats
By The Lich King the Shalore Hero level 23
9th Dusk 122nd year of Ascendancy at 13:34 see stats
By The Lich King the Shalore Hero level 18
1st Flare 122nd year of Ascendancy at 16:51 see stats
By The Lich King the Shalore Hero level 23
12nd Dusk 122nd year of Ascendancy at 04:22 see stats
By The Lich King the Lich Hero level 30
31st Dusk 122nd year of Ascendancy at 13:36 see stats
By The Lich King the Lich Hero level 33
47th Dusk 122nd year of Ascendancy at 10:41 see stats
By The Lich King the Shalore Hero level 15
3rd Mirth 122nd year of Ascendancy at 13:47 see stats
By The Lich King the Lich Hero level 37
59th Dusk 122nd year of Ascendancy at 15:42 see stats
By The Lich King the Lich Hero level 40
68th Dusk 122nd year of Ascendancy at 07:51 see stats
By The Lich King the Lich Hero level 43
78th Dusk 122nd year of Ascendancy at 23:20 see stats
By The Lich King the Shalore Hero level 10
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By The Lich King the Shalore Hero level 16
5th Mirth 122nd year of Ascendancy at 15:53 see stats
By The Lich King the Lich Hero level 30
31st Dusk 122nd year of Ascendancy at 11:57 see stats
By The Lich King the Lich Hero level 40
65th Dusk 122nd year of Ascendancy at 19:42 see stats
By The Lich King the Shalore Hero level 28
27th Dusk 122nd year of Ascendancy at 02:44 see stats
By The Lich King the Lich Hero level 39
65th Dusk 122nd year of Ascendancy at 13:55 see stats
By The Lich King the Lich Hero level 38
63rd Dusk 122nd year of Ascendancy at 08:27 see stats
By The Lich King the Shalore Hero level 21
1st Dusk 122nd year of Ascendancy at 06:26 see stats
By The Lich King the Shalore Hero level 21
9th Flare 122nd year of Ascendancy at 12:16 see stats
By The Lich King the Lich Hero level 43
78th Dusk 122nd year of Ascendancy at 18:50 see stats
By The Lich King the Shalore Hero level 27
21st Dusk 122nd year of Ascendancy at 18:10 see stats
By The Lich King the Shalore Hero level 23
12nd Dusk 122nd year of Ascendancy at 07:02 see stats
Log
Digging starts...
Dug for 7 turns.
Crystals turns into floor.
The Lich King uses Dig.
Digging starts...
Dug for 7 turns.
Crystals turns into floor.
The Lich King uses Dig.
Digging starts...
Dug for 7 turns.
Crystals turns into floor.
The Lich King uses Dig.
Digging starts...
Dug for 7 turns.
Crystals turns into floor.
Message from DarkGod:
Mortal, I have decided to grant upon thee INVULNERABILITY! for no good reason!
Fight happily mighty player!
There is a ladder to the previous level here (press '' or right click to use).
Ran for 23 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
The shroud of shadows around The Lich King disappears.