Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Spellsword 1.2.5This 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. Marson's All-Seeing Eye 1.2.3v1.0.0 I created this so I could experiment with Madness without the need for a crazy amount of scouting. This is an extreme solution to scouting tedium as it also sees through invisibility and stealth as well. I may come up with a middle-ground solution after mucking with this a bit. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.2.0Combines 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: Doctornull's Class Pack 1.2.3This 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. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Everything is Unique! 1.2.3Bite-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 1.2.0Donators/Buyers bonus! Thievery 1.2.4If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15. Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 The lost city of Vulcus 1.3 1.2.4The 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). 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 Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.2a 1.2.1Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Homosuperior |
Class | Doomed |
Level / Exp | 14 / 98% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 8 on the 9th Mirth 122nd year of Ascendancy at 09:15 1 / 5Killed by Ergfra the dwarf at level 14 on the 50th Dusk 122nd year of Ascendancy at 15:21 Killed by Elor the shalore at level 14 on the 60th Dusk 122nd year of Ascendancy at 18:01 Killed by Nare the human at level 14 on the 60th Dusk 122nd year of Ascendancy at 19:18 Killed by Saruman at level 14 on the 60th Dusk 122nd year of Ascendancy at 19:47 |
Primary Stats
Strength | 34 (base 10) |
Dexterity | 31 (base 10) |
Constitution | 18 (base 10) |
Magic | 20 (base 10) |
Willpower | 52 (base 35) |
Cunning | 45 (base 32) |
Resources
Hate | 96/100 |
Negative | 0/89 |
Vim | 152/152 |
Life | 481/481 |
Equilibrium | 0 |
Stamina | 244/244 |
Psi_feedback | 17/100 |
Healing Factor | 1.2541907066494 |
Regeneration | 3.8252816552806 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +140% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Invisible | 6 |
Offense: Mainhand
Damage | 14 |
Accuracy | 38 |
Crit Chance | 25% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 15 |
Accuracy | 38 |
Crit Chance | 25% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 44.8 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
All | -8% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 21.975 |
Ranged Defense | 21.975 |
Fatigue | 10 |
Physical Save | 38.035164202683 |
Spell Save | 43.023442801789 |
Mental Save | 39.575 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Fear Resistance | 18% |
Stun Resistance | 18% |
Knockback Resistance | 18% |
Confusion Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 175 damage for 25 turns. |
Class Talents
Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Bone | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Fears | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Call Shadows |
talent | Deflection |
talent | Gesture of Pain |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 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 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is surrounded by a magical shield, absorbing 175/175 damage before it crumbles. Damage Shield |
detrimental effect | The target is enveloped in a shroud that seems to hang upon it like a heavy burden. (Reduces damage dealt by 8%). Shroud of Weakness |
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 | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 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 | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 25% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 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 16 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 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% 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 15% for 3 turns. |
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. | active |
You failed to protect the lone alchemist from death by sand-drake. Escort: lone alchemist (level 2 of Trollmire) | failed |
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 Chant of Fortitude (+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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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
On feet | Frost Treads (1 def, 4 armour) (Nightmares) Frost Treads (1 def, 4 armour) (Nightmares)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Curse of Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Maximum life: +44.00 Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | hardened leather cap 'Daimafang' (0 def, 3 armour) (Nightmares) hardened leather cap 'Daimafang' (0 def, 3 armour) (Nightmares)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Changes stats: +6 Str / +10 Dex / +1 Wil / +4 Cun / +7 Lck Changes resistances: +3% cold Spell save: +25 Spell crit. chance: +4% Mental crit. chance: +4% Curse of Nightmares A cap made of leather. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) (Corpses) Crystle's Astral Bindings (0 def, 0 armour) (Corpses)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 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Curse of Corpses Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | Cyrawyn the steel torque of thermal psionic shield [power 63] (28 cooldown) Cyrawyn the steel torque of thermal psionic shield [power 63] (28 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Mindpower: +6 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 63 for 7 turns, placing all other charms into a 28 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Around neck | Skyradiance SkyradianceInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes stats: +2 Dex Changes resistances: +11% mind / +6% physical Changes resistances penetration: +5% lightning Changes damage: +12% lightning / +3% temporal Confusion immunity: +28% Stamina each turn: +0.30 Amulets can have magical properties. |
In main hand | Khelogen the Venomblast (4.5-4.95 power, 18 apr, nature damage) (Madness) Khelogen the Venomblast (4.5-4.95 power, 18 apr, nature damage) (Madness)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 nature Damage against: +10% Animal When wielded/worn: Damage (Melee): 6 nature Damage when hit (Melee): 2 mind / 3 darkness Changes resistances penetration: +10% physical Changes damage: +4% mind / +4% darkness Life regen: +0.40 Mindpower: +4 Mental crit. chance: +2% Infravision radius: +2 Curse of Madness 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 | rough leather belt of transcendence (Corpses) rough leather belt of transcendence (Corpses)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 Mindpower: +3 Curse of Corpses A belt that goes around your waist. |
In off hand | gifted vined mindstar of life (5-5.5 power, 18 apr, nature damage) (Shrouds) gifted vined mindstar of life (5-5.5 power, 18 apr, nature damage) (Shrouds)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.50 Maximum life: +10.00 Mindpower: +5 Mental crit. chance: +2% Curse of Shrouds 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 | enveloping linen cloak (6 def, 0 armour) (Shrouds) enveloping linen cloak (6 def, 0 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Physical save: +6 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. |
Main armor | woollen robe 'Issudin' (0 def, 0 armour) (Nightmares) woollen robe 'Issudin' (0 def, 0 armour) (Nightmares)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Changes resistances: +19% nature / +15% cold Changes damage: +13% nature / +10% cold Mental save: +15 Mindpower: +2 Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +20 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Spellblaze Shard (20-26 power, 10 apr) (Shrouds) Spellblaze Shard (20-26 power, 10 apr) (Shrouds)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Curse of Shrouds This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
steel dagger 'Mardekalthorek' (12-15.6 power, 6 apr) (Nightmares) steel dagger 'Mardekalthorek' (12-15.6 power, 6 apr) (Nightmares)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 4% chance to inflict damage reduction * 10% chance to cause random insanity * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +6 mind When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 Changes stats: +3 Str / +1 Mag / +1 Wil / +2 Cun Changes damage: +3% arcane Reduces incoming crit damage: 5.00% Curse of Nightmares Sharp, short and deadly. |
Tirakai's Maul (32-41.6 power, 6 apr) (Corpses) Tirakai's Maul (32-41.6 power, 6 apr) (Corpses)Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem Curse of Corpses It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (Shrouds) mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (Shrouds)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +1% Curse of Shrouds 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. |
Breniruizor the vined mindstar (4.5-4.95 power, 18 apr, mind damage) (Shrouds) Breniruizor the vined mindstar (4.5-4.95 power, 18 apr, mind damage) (Shrouds)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage against: +8% Animal When wielded/worn: Damage (Melee): 7 nature Changes stats: +2 Cun / +1 Wil Changes resistances: +3% blight Changes resistances penetration: +5% arcane Changes damage: +4% nature Physical save: +2 Spell save: +2 Mental save: +3 Disease immunity: +11% Equilibrium when hit: +0.70 Maximum hate: +2.00 Mindpower: +2 Mental crit. chance: +2% Infravision radius: +2 Curse of Shrouds 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. |
cleansing rough leather belt of transcendence (Madness) cleansing rough leather belt of transcendence (Madness)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% blight Physical save: +6 Mindpower: +2 Curse of Madness A belt that goes around your waist. |
linen robe (0 def, 0 armour) (Shrouds) linen robe (0 def, 0 armour) (Shrouds)2.00 Encumbrance. Type: armor / cloth ; tier 1 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of darkness (+15%) (0 def, 0 armour) (Misfortune) linen robe of darkness (+15%) (0 def, 0 armour) (Misfortune)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% darkness Changes damage: +10% darkness Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nerith the Nightcrack (2 def, 3 armour) (Madness) Nerith the Nightcrack (2 def, 3 armour) (Madness)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +2 Changes resistances: +19% acid / +9% darkness Changes resistances penetration: +5% mind Changes damage: +13% acid / +3% darkness Physical save: +18 Mental save: +16 Mindpower: +2 Mental crit. chance: +3% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour) (Corpses) scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour) (Corpses)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% Spellpower: +4 Curse of Corpses A pair of boots made of leather. |
bladed rough leather cap (0 def, 1 armour) (Madness) bladed rough leather cap (0 def, 1 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +3 Str Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 114.2 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
grounding linen wizard hat of corrosion (+5%) (1 def, 0 armour) (Corpses) grounding linen wizard hat of corrosion (+5%) (1 def, 0 armour) (Corpses)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +5% lightning / +6% temporal / +16% acid Changes damage: +11% acid Curse of Corpses A pointy cloth hat, very wizardly... |
clarifying elven-silk wizard hat of lightning (+19%) (3 def, 0 armour) (Corpses) clarifying elven-silk wizard hat of lightning (+19%) (3 def, 0 armour) (Corpses)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +2 Cun Changes resistances: +19% lightning Changes damage: +13% lightning Mental save: +6 Curse of Corpses A pointy cloth hat, very wizardly... |
Eel-skin armour (10 def, 1 armour) (Shrouds) Eel-skin armour (10 def, 1 armour) (Shrouds)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Shrouds It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 53.23 to 159.69 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
cured leather armour of cold resistance (2 def, 4 armour) (Madness) cured leather armour of cold resistance (2 def, 4 armour) (Madness)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +15% cold Curse of Madness A suit of armour made of leather. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
brass lantern of focus brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +2 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. |
Marson's All-Seeing Eye Marson's All-Seeing EyePowered by unknown forces 0.00 Encumbrance. [Unique] Type: orb / orb When carried: Change telepathy range by : +10 Grants telepathy: All A human eye. The multi-hued iris expands and contracts in no apparent relation to the light around you. When carried, you feel the location of any creatures nearby. |
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 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, 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 Saruman the Homosuperior Doomed level 10
10th Mirth 122nd year of Ascendancy at 07:41 see stats
By Saruman the Homosuperior Doomed level 13
15th Dusk 122nd year of Ascendancy at 17:02 see stats
By Saruman the Homosuperior Doomed level 8
5th Mirth 122nd year of Ascendancy at 08:08 see stats
Log
Shadow returns to the shadows.
Resting starts...
Talent Willful Strike is ready to use.
Talent Focus Shadows is ready to use.
Talent Kill Shot is ready to use.
Talent Dark Surprise is ready to use.
Talent Wrath is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Agony is ready to use.
Talent Reproach is ready to use.
Talent Feed is ready to use.
Saruman activates Gesture of Pain.
Talent Rune: Shielding is ready to use.
Saruman casts Rune: Shielding.
A shield forms around Saruman.
Talent Call Shadows is ready to use.
Talent Hateful Whisper is ready to use.
Saruman activates Call Shadows.
Talent Deflection is ready to use.
Talent Blast is ready to use.
Talent Chant of Fortitude is ready to use.
Saruman activates Deflection.
Saruman activates Chant of Fortitude.
Rested for 15 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
Saving game...