Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Spellsword 1.3.3This 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Dark Priest 1.3.3Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth 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.) Nur Kit 1.3.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. ZOmnibus Addon Pack 1.3.0Combines 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: Crossbows Fork 1.3.3Adds Crossbows and Bolts. Both require Strength to equip. Crossbows use Bow mastery and should work with talents that require a bow. Bolts do less damage than Arrows but have slightly more crit and much higher APR. Bolts have 70% Str 30% Dex modifier. Bolts also have smaller quivers. Crossbows fire slower than Longbows and have an APR accurcy bonus rather tha a crit bonus. Crossbows pick up Longbow egos and Bolts pick up Ammo egos. They will drop from NPCs and be availabe from merchants. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. Items Vault 1.3.0Donators/Buyers bonus! Assassin 1.3.3Reworks the Rogue class. Midnight 1.3.1Adds 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. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Ashes of Urh'Rok 1.2.4Official 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:
Protos race 0.2 1.3.5Protos race. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: magebow class v18 1.3.1Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Zealot |
Class | None |
Level / Exp | 16 / 58% |
Size | big |
Lifes / Deaths | Killed by Eludhenor the bandit at level 8 on the 5th Mirth 122nd year of Ascendancy at 01:07 0 / 6Killed by Eludhenor the bandit at level 8 on the 5th Mirth 122nd year of Ascendancy at 03:12 Killed by Bencama the halfling at level 10 on the 11st Dusk 122nd year of Ascendancy at 10:57 Killed by Poryth the crimson crystal at level 12 on the 14th Dusk 122nd year of Ascendancy at 02:43 Killed by Voromina the poison ivy at level 14 on the 15th Dusk 122nd year of Ascendancy at 21:11 Killed by ritch flamespitter at level 16 on the 16th Dusk 122nd year of Ascendancy at 13:00 |
Primary Stats
Strength | 63 (base 10) |
Dexterity | 36 (base 26) |
Constitution | 31 (base 12) |
Magic | 34 (base 16) |
Willpower | 59 (base 43) |
Cunning | 59.201155923789 (base 43) |
Resources
Mana | 384/395 |
Psi | 0/278 |
Equilibrium | 18 |
Life | -284/636 |
Positive | 1/75 |
Stamina | 168/168 |
Psi_feedback | 120/120 |
Healing Factor | 1.29 |
Regeneration | 17.544 |
Speed
Mental | +9.0652763702818% |
Attack | 0% |
Movement | +43.404351262324% |
Spell | +9.0652763702818% |
Global | +85.714285714286% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 8 |
See Stealth | 45.249223594996 |
See Invisible | 45.249223594996 |
Offense: Mainhand
Damage | 72 |
Accuracy | 65 |
Crit Chance | 51% |
APR | 65 |
Speed | 0.92 |
Offense: Offhand
Damage | 68 |
Accuracy | 65 |
Crit Chance | 51% |
APR | 65 |
Speed | 0.92 |
Offense: Spell
Spellpower | 34.64230262166 |
Crit Chance | 31% |
Speed | 0.91688210334236 |
Offense: Mind
Mindpower | 47.261695354891 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 28 (50%) |
Defense | 69.786493660278 |
Ranged Defense | 70.786493660278 |
Fatigue | 0 |
Physical Save | 54.817912635553 |
Spell Save | 54.817912635553 |
Mental Save | 54.817912635553 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Bleed Resistance | 100% |
Confusion Resistance | 30% |
Knockback Resistance | 0% |
Pinning Resistance | 21% |
Poison Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (2/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 346 damage for 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. |
Class Talents
Cunning / Shadow magic | 2.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Psionic / Absorption | 2.40 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Oozing blades | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Corrosive blades | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 2.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Dual weapons | 2.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Enhancement | 2.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 2.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 2.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 2.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 2.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 2.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Psionic / Augmented mobility | 2.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Scoundrel | 2.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Deadly Strikes |
talent | Fiery Hands |
talent | Shadow Combat |
talent | Thermal Shield |
talent | Psiblades |
talent | Lacerating Strikes |
talent | Charged Shield |
talent | Weapon of Wrath |
talent | Precision |
talent | Weapon of Light |
talent | Skate |
talent | Shadow Feed |
talent | Beyond the Flesh |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Your body is cauterizing, burning for 106.78 damage each turn. Cauterize |
detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-40% global speed). Solipsism |
beneficial effect | Countering melee attacks: Has a 24% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by bee swarm. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by giant red ant. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 77% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Quiver | pouch of iron shots of erosion (19/19, 14.5-17.4 power, 1 apr) pouch of iron shots of erosion (19/19, 14.5-17.4 power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 Damage (Ranged): +7 nature / +5 temporal Shots are used with slings to pummel your foes to death. |
On hands | Duralathamas (4 def, 2 armour) Duralathamas (4 def, 2 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage (Melee): 5 nature Changes stats: +2 Cun Changes resistances: +8% darkness / +7% nature Changes damage: +5% nature Physical save: +3 (+0 eff.) Disease immunity: +10% Life regen: +2.70 Stamina each turn: +0.80 Psi each turn: +0.10 Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | alchemist's lamp 'Islotira' alchemist's lamp 'Islotira'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Changes stats: +3 Wil Changes resistances: +6% temporal Changes resistances penetration: +5% mind Critical mult.: +13.00% Maximum life: +43.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 29.05 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On feet | Bregaromivor (0 def, 4 armour) Bregaromivor (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 blight Changes stats: +3 Str / +4 Con Changes resistances: +10% cold / +7% fire Changes resistances penetration: +10% temporal Changes damage: +9% blight / +6% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | steel torque of psychoportation [power 28] (5/30 cooldown) steel torque of psychoportation [power 28] (5/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | wizard's copper ring of tenacity wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+0 eff.) Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
On fingers | steel ring 'Nimbusschism' steel ring 'Nimbusschism'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes resistances: +27% lightning / +3% nature Changes damage: +15% lightning / +6% nature Rings can have magical properties. |
Around neck | Elubrema ElubremaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Con Changes damage: +15% mind Equilibrium when hit: +0.08 Mental crit. chance: +3% Amulets can have magical properties. |
In main hand | blooming vined mindstar of balance (6-6.6 power, 41 apr, nature damage) blooming vined mindstar of balance (6-6.6 power, 41 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 74% Wil, 32% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +41 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +3 (+0 eff.) Spell save: +3 (+0 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +8 (+3 eff.) Mental crit. chance: +2% Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Blazeslice BlazeslicePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 temporal Changes resistances: +6% light Changes damage: +3% temporal Light radius: +2 It can be used to create a temporary shield that absorbs 215 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
In off hand | Galobar the vined mindstar (4.5-4.95 power, 41 apr, mind damage) Galobar the vined mindstar (4.5-4.95 power, 41 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 74% Wil, 32% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +41 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 4 mind / 4 darkness Changes stats: +4 Cun Changes damage: +4% mind / +4% darkness Mindpower: +8 (+3 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Isutira (3 def, 0 armour) Isutira (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +6% light / +6% cold Spell save: +10 (+0 eff.) Mental save: +29 (+9 eff.) Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Aredath (3 def, 10 armour) Aredath (3 def, 10 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +1 Mag Changes resistances: +7% mind / +6% cold Mental save: +13 (+4 eff.) Poison immunity: +15% Life regen: +5.90 Stamina each turn: +0.90 Healing mod.: +16% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel greatsword of erosion (33.5-53.6 power, 2 apr)insidious dwarven-steel greatsword of erosion (33.5-53.6 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +26 insidious poison / +12 temporal / +19 nature Massive two-handed swords. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
This item will automatically be transmogrified when you leave the level. hardened leather belthardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Emylle the Lustreminister (dig speed 7 turns) Emylle the Lustreminister (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +6 (+2 eff.) Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +2 Str Critical mult.: +12.00% Reduces incoming crit damage: 15.00% Maximum life: +22.00 Maximum stamina: +18.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. Hellskin the dwarven-steel pickaxe (dig speed 23 turns)Hellskin the dwarven-steel pickaxe (dig speed 23 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 fire Changes stats: +2 Str / +4 Dex Changes resistances: +6% lightning / +9% fire Changes resistances penetration: +5% lightning / +10% fire Changes damage: +6% fire Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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) 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) 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
By The Phantom the Zealot None level 14
15th Dusk 122nd year of Ascendancy at 01:53 see stats
By The Phantom the Zealot None level 16
16th Dusk 122nd year of Ascendancy at 06:39 see stats
By The Phantom the Zealot None level 10
5th Mirth 122nd year of Ascendancy at 12:06 see stats
By The Phantom the Zealot None level 10
5th Mirth 122nd year of Ascendancy at 13:06 see stats
By The Phantom the Zealot None level 11
13rd Dusk 122nd year of Ascendancy at 12:39 see stats
By The Phantom the Zealot None level 8
78th Pyre 122nd year of Ascendancy at 15:50 see stats
By The Phantom the Zealot None level 10
9th Dusk 122nd year of Ascendancy at 04:27 see stats
Log
The Phantom deactivates Second Life.
The Phantom has been healed by a blast of positive energy!
The Phantom receives 57 healing (93 psi heal).
The Phantom hits Something for 4 temporal, 4 darkness, 5 blight, 5 mind (18 total damage).
Something hits The Phantom for 0 physical damage.
The Phantom misses Something.
The Phantom receives 5 healing (8 psi heal).
The Phantom converts some damage to Psi!
The Phantom hits Something for 4 temporal, 4 darkness, 9 blight, 5 mind (22 total damage).
Something hits The Phantom for 44 to psi, 39 physical, (6 to psi shield), 1 to psi, 1 lightning (85 total damage).
The Phantom is wreathed in flames on the brink of death!
The Phantom converts some damage to Psi!
Something hits The Phantom for (100 to psi shield), 57 to psi, 0 fire (57 total damage).
The Phantom hits Something for 4 temporal, 4 darkness, 5 blight, 5 mind (18 total damage).
Something hits The Phantom for 0 physical damage.
The Phantom casts Rune: Shielding.
A shield forms around The Phantom.
The Phantom misses Something.
The Phantom performs a melee critical strike against Something!
Something misses The Phantom.
The Phantom hits Something for 134 mind damage.
The Phantom recovers sight.
Talent Conversion is ready to use.
The Phantom hits The Phantom for 5 healing (8 psi heal), (107 absorbed) (0 total damage) [12 healing].
Cauterize hits The Phantom for 0 fire damage.
Your shield crumbles under the damage!
The shield around The Phantom crumbles.
Saving game...