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! 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. 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. 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.) 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. 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:
Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Tier 5 starting weapons 1.3.1Start with tier 5 weapons (no egos) Following classes are not affected by this addon: - Ashes of Urh'Rok classes and Stone warden - other addon classes - adventurer Note: stat requirements are not removed. You may need 'QuickTome: Remove Stat Requirements' to equip tier 5 weapons. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. 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! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. 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. 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): 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. 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 magebow class v18 1.3.1Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: QuickTome: Improved Recall 1.3.1Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Superhuman |
Class | Doomed |
Level / Exp | 45 / 85% |
Size | medium |
Lifes / Deaths | Killed by Emelorin the cutpurse at level 45 on the 3rd Mirth 122nd year of Ascendancy at 05:06 6 / 1 |
Primary Stats
Strength | 108.75899275263 (base 55) |
Dexterity | 75.517985505251 (base 55) |
Constitution | 80.517985505251 (base 55) |
Magic | 76.758992752626 (base 55) |
Willpower | 82.517985505251 (base 55) |
Cunning | 75.517985505251 (base 55) |
Resources
Mana | 567/567 |
Equilibrium | 0 |
Life | -19231/-19231 |
Positive | 0/182 |
Stamina | 480/480 |
Hate | 36/100 |
Healing Factor | 2.5 |
Regeneration | 23.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -60% |
Spell | 0% |
Global | +220% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 9 |
See Stealth | 64.388810881266 |
See Invisible | 98.960176534325 |
Offense: Mainhand
Damage | 76 |
Accuracy | 70 |
Crit Chance | 50% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 73 |
Accuracy | 70 |
Crit Chance | 50% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46.252997584209 |
Crit Chance | 63% |
Speed | 1 |
Offense: Mind
Mindpower | 75.337320108022 |
Crit Chance | 63% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 60 (100%) |
Defense | 58.762869644613 |
Ranged Defense | 60.511900421616 |
Fatigue | 0 |
Physical Save | 102.66021181533 |
Spell Save | 95.892254178401 |
Mental Save | 97.205383671085 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 21% |
Confusion Resistance | 100% |
Fear Resistance | 90% |
Disarm Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Darkness | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Shadows | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Punishments | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Fears | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Force of will | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Dark sustenance | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gestures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 9.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Through The Crowd |
talent | Roll With It |
talent | Gesture of Pain |
talent | Deflection |
talent | Premonition |
talent | Call Shadows |
talent | Keen Senses |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.8)Penalty : Fractured Sanity: -9% Mind Resistance, -12% Confusion Immunity Power 1+: Unleashed: +17% critical damage, +22% off-hand weapon damage Power 2+: -1 Luck, +11 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 11.1% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Increases physical save, spell save, and mental save by 50. Through The Crowd |
beneficial effect | Countering melee attacks: Has a 57% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 15% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 18 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.8)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +27 Darkness Resistance, +14% Max Darkness Resistance, +16 See Invisible Power 2+: -1 Luck, +13 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 29% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 29% for 3 turns. |
beneficial effect | Guarding against melee damage: Will dismiss up to 27 damage from the next 1.8 attack(s) with a 10% chance to counterattack. Guarded |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +12 Defense, +6 Ranged Defense Power 2+: -1 Luck, +11 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+46% chance to avoid traps). Power 4+: Unfortunate End: There is a 35% chance that the damage you deal will increase by 36% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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
On feet | Unredan the pair of hardened leather boots (Shrouds) (0 def, 3 armour) Unredan the pair of hardened leather boots (Shrouds) (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +3 Con / +4 Wil Changes resistances penetration: +10% blight / +7% physical / +20% acid Changes damage: +9% blight Stamina each turn: +0.80 Maximum stamina: +26.00 Mindpower: +6 (+2 eff.) Movement speed: +20% Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | Wintertide Phial (Shrouds) Wintertide Phial (Shrouds)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 Curse of Shrouds It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | grounding rough leather cap (Corpses) (0 def, 1 armour) grounding rough leather cap (Corpses) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal Curse of Corpses A cap made of leather. |
On hands | Crystle's Astral Bindings (Misfortune) (0 def, 0 armour) Crystle's Astral Bindings (Misfortune) (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Curse of Misfortune Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
On fingers | Corrosion (Shrouds) Corrosion (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid Curse of Shrouds It can be used to activate talent Corrosive Vapour (costing 18 power out of 30/30) : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 14.77 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
On fingers | copper ring of tenacity (Shrouds) copper ring of tenacity (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Curse of Shrouds Rings can have magical properties. |
Around neck | gold amulet of the fish (Nightmares) gold amulet of the fish (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% cold Allows you to breathe in: water Curse of Nightmares Amulets can have magical properties. |
In main hand | living mindstar (Misfortune) (18-19.8 power, 40 apr, nature damage) living mindstar (Misfortune) (18-19.8 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune 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 | reinforced hardened leather belt of magery (Nightmares) reinforced hardened leather belt of magery (Nightmares)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+3 eff.) Changes stats: +5 Mag / +5 Wil Physical save: +19 (+3 eff.) Spell crit. chance: +5% Curse of Nightmares A belt that goes around your waist. |
In off hand | living mindstar (Nightmares) (16-17.6 power, 40 apr, nature damage) living mindstar (Nightmares) (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares 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 | restorative linen cloak of implacability (Misfortune) (1 def, 0 armour) restorative linen cloak of implacability (Misfortune) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +12% nature / +12% blight Physical save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Life regen: +1.40 Only die when reaching: -50.00 life Healing mod.: +13% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | impenetrable voratun plate armour of Eyal (Madness) (9 def, 31 armour) impenetrable voratun plate armour of Eyal (Madness) (9 def, 31 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +31 Defense: +9 (+3 eff.) Fatigue: +26% Life regen: +2.90 Maximum life: +74.00 Healing mod.: +24% Curse of Madness A suit of armour made of metal plates. |
Inventory
Demon Arm (Madness) (15-21 power, 4 apr) Demon Arm (Madness) (15-21 power, 4 apr)Requires: - Magic 14 - Constitution 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 2 Base power: 15.0 - 21.0 Uses stats: 30% Wil, 100% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bone Grab (10% chance level 2). Burst (radius 1) on hit: +20 blight When wielded/worn: Changes damage: +15% blight / +15% physical Maximum vim: +20.00 Spellpower: +9 (+3 eff.) Curse of Madness This sceptre has been designed to look like the arm of a demon. Wait, it is the arm of a demon! Eww... |
linen robe (Madness) (2 def, 0 armour) linen robe (Madness) (2 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spiked rough leather armour of fire resistance (Corpses) (1 def, 2 armour) spiked rough leather armour of fire resistance (Corpses) (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +16% fire Curse of Corpses A suit of armour made of leather. |
caller's cured leather armour of command (Misfortune) (11 def, 9 armour) caller's cured leather armour of command (Misfortune) (11 def, 9 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +11 (+3 eff.) Fatigue: +7% Changes stats: +3 Cun Changes resistances: +9% cold / +7% fire / +7% nature / +8% physical Mental save: +12 (+2 eff.) Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour of Toknor (Misfortune) (2 def, 4 armour)rejuvenating cured leather armour of Toknor (Misfortune) (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Critical mult.: +14.00% Life regen: +3.80 Stamina each turn: +1.10 Curse of Misfortune A suit of armour made of leather. |
linen cloak of Iron Throne (Shrouds) (1 def, 0 armour) linen cloak of Iron Throne (Shrouds) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. insulating pair of hardened leather boots of evasion (Misfortune) (15 def, 3 armour)insulating pair of hardened leather boots of evasion (Misfortune) (15 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+4 eff.) Fatigue: +3% Changes resistances: +11% fire / +11% cold Curse of Misfortune It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 32% chance to completely evade them and granting you 22 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of tirelessness (Madness) (0 def, 4 armour) traveler's pair of dwarven-steel boots of tirelessness (Madness) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Maximum encumbrance: +25 Physical save: +5 (+1 eff.) Stamina each turn: +0.50 Maximum stamina: +10.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Ce'Nolema the dwarven-steel gauntlets (Nightmares) (0 def, 2 armour)Ce'Nolema the dwarven-steel gauntlets (Nightmares) (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +14 (+4 eff.) Armour: +2 Damage (Melee): 14 light Changes stats: +5 Str / +2 Cun / +4 Con Changes resistances: +11% light Changes damage: +8% light Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Physical save: +22 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +38% Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Curse of Nightmares It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. quartzquartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
brass lantern (Corpses) brass lantern (Corpses)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Corpses 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. |
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 (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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 Harken the Superhuman Doomed level 10
76th Pyre 122nd year of Ascendancy at 11:24 see stats
By Harken the Superhuman Doomed level 20
1st Mirth 122nd year of Ascendancy at 03:35 see stats
By Harken the Superhuman Doomed level 30
1st Mirth 122nd year of Ascendancy at 16:13 see stats
By Harken the Superhuman Doomed level 40
1st Mirth 122nd year of Ascendancy at 20:56 see stats
By Harken the Superhuman Doomed level 24
1st Mirth 122nd year of Ascendancy at 13:36 see stats
By Harken the Superhuman Doomed level 22
1st Mirth 122nd year of Ascendancy at 06:24 see stats
By Harken the Superhuman Doomed level 15
79th Pyre 122nd year of Ascendancy at 20:08 see stats
By Harken the Superhuman Doomed level 13
78th Pyre 122nd year of Ascendancy at 08:27 see stats
By Harken the Superhuman Doomed level 12
76th Pyre 122nd year of Ascendancy at 16:26 see stats
By Harken the Superhuman Doomed level 22
1st Mirth 122nd year of Ascendancy at 09:45 see stats
Log
Talent Deflection is ready to use.
Talent Blast is ready to use.
Harken activates Deflection.
Resting starts...
Talent Irresistible Sun is ready to use.
Talent Draconic Body is ready to use.
Talent Exploit Weakness is ready to use.
Talent Elemental Harmony is ready to use.
Harken activates Exploit Weakness.
Rested for 39 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Harken uses Blast.
Resting starts...
Shadow casts Phase Door.
Talent Blast is ready to use.
Rested for 27 turns (stop reason: all resources and life at maximum).
Harken deactivates Gesture of Pain.
Harken deactivates Call Shadows.
Harken deactivates Exploit Weakness.
Harken deactivates Premonition.
Harken deactivates Through The Crowd.
Harken deactivates Roll With It.
Harken deactivates Keen Senses.
Harken deactivates Deflection.