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! 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. 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 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. 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:
Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. 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. 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. 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. 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. 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. 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.) |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Dark Faerie |
Class | Commando |
Level / Exp | 48 / 22% |
Size | tiny |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 106 (base 60) |
Dexterity | 74 (base 60) |
Constitution | 76 (base 60) |
Magic | 85 (base 60) |
Willpower | 87 (base 60) |
Cunning | 61 (base 60) |
Resources
Life | 18827/18827 |
Stamina | 928/928 |
Psi_feedback | 0/705 |
Healing Factor | 1.12 |
Regeneration | 155.19727553864 |
Speed
Mental | +370.02907397639% |
Attack | +200% |
Movement | +532.73028038299% |
Spell | +540.05814795279% |
Global | +335% |
Vision
Sight | 10 |
Lite | -994 |
Infravision | 10 |
See Stealth | 49.433939730796 |
See Invisible | 55.433939730796 |
Stealth | 133.78855778211 |
Offense: Mainhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 95.4 |
Crit Chance | 35% |
Speed | 0.15623580501217 |
Cooldown Reduction | 91.65 |
Offense: Mind
Mindpower | 88.26 |
Crit Chance | 38% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +159% |
Defense: Base
Armour (hardiness) | 159 (100%) |
Defense | 124.81862455948 |
Ranged Defense | 124.81862455948 |
Fatigue | 0 |
Physical Save | 194.55702458938 |
Spell Save | 188.30702458938 |
Mental Save | 189.96702458938 |
Defense: Resistances
All | +157%(100%) |
Defense: Immunities
Stun Resistance | 93% |
Confusion Resistance | 93% |
Teleport Resistance | 20% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 90% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 150 damage for 5 turns. |
Class Talents
Technique / Close quarters combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Tireless Combatant | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Subterfuge | 8.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Grappling | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Commando | 20.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 4.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Advanced survivalism | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Arrow priming | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Dark-faerie | 8.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 13.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.20 |
| 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 |
Effects
talent | Daunting Presence |
talent | Through The Crowd |
talent | Subterfuge |
talent | Slow Motion |
talent | Lacerating Strikes |
talent | Explosive Entrance |
talent | True Grit |
talent | Total Thuggery |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +340% Combat Speed: +170% All Damage: +159% |
beneficial effect | The target stands strong, increasing all resistances by 47.7% and resistance caps by 13.7%. Eternal Warrior |
beneficial effect | The target has loaded 5 wickedly barbed arrows that remove a beneficial effect and reduce melee, spellcasting and mind speed by 73%. 5 Barbed Arrows |
beneficial effect | Increases physical save, spell save, and mental save by 20. Through The Crowd |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | 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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | 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 | Aerudhessra the pair of rough leather boots (0 def, 1 armour) Aerudhessra the pair of rough leather boots (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Dex Changes resistances: +6% fire / +6% cold Changes resistances penetration: +15% mind Changes damage: +12% mind Life regen: +1.50 Light radius: +1 Infravision radius: +1 See invisible: +6 Healing mod.: +12% A pair of boots made of leather. |
On hands | umbral hardened leather gloves of the juggernaut (0 def, 2 armour) umbral hardened leather gloves of the juggernaut (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 14 darkness Changes stats: +4 Con Changes resistances: +11% darkness Changes damage: +7% darkness Physical save: +22 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +38% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 11% chance to inflict damage reduction Damage (Melee): +19 physical It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | drakeskin leather armour of thunder (5 def, 8 armour) drakeskin leather armour of thunder (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +24 (+2 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +9 Str / +10 Mag / +6 Wil Changes resistances: +17% lightning Spellpower: +25 (+5 eff.) Spell crit. chance: +7% Mindpower: +15 (+3 eff.) Mental crit. chance: +10% A suit of armour made of leather. |
On head | linen headband (0 def, 0 armour) linen headband (0 def, 0 armour)0.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Skullcracker multiplicator: +3 You have never taken it off. Could grant infinite ammo, conceivably. |
Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +10 Dex / +10 Mag Changes resistances: +12% blight / +12% darkness Changes resistances cap: +6% blight / +6% darkness Spellpower: +30 (+6 eff.) Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
Cloak | spellcowled linen cloak of battle (1 def, 0 armour) spellcowled linen cloak of battle (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes stats: +2 Mag / +2 Wil Spell save: +7 (+1 eff.) Maximum mana: +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | steady elm longbow of acid steady elm longbow of acidRequires: - Cunning 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: First Blood Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +5 acid When wielded/worn: Accuracy: +6 (+1 eff.) Changes damage: +9% acid Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
Inventory
This item will automatically be transmogrified when you leave the level. ethereal yew starstaff of might (20-24 power, 4 apr, darkness element)ethereal yew starstaff of might (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +19 (+3 eff.) Damage (Melee): 9 % chance of confusion Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +14% Damage Shield penetration: +34% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. plaguebringer's deep-steel trident (28.5-45.6 power, 10 apr)plaguebringer's deep-steel trident (28.5-45.6 power, 10 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.5 - 45.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 20% chance to disease Damage (Melee): +20 blight When wielded/worn: Disease immunity: +35% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
hateful iron mace (13-18.2 power, 2 apr) hateful iron mace (13-18.2 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +6% Living Blunt and deadly. |
stralite mace of disruption (37-51.8 power, 5 apr) stralite mace of disruption (37-51.8 power, 5 apr)Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +20% Unnatural Blunt and deadly. |
iron waraxe (12-16.8 power, 2 apr) iron waraxe (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. caustic dwarven-steel waraxe of evisceration (22-30.8 power, 4 apr)caustic dwarven-steel waraxe of evisceration (22-30.8 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 23% chance to corrode armour On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+1 eff.) Changes resistances penetration: +11% acid Life regen: +1.60 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Emelayadatira the dwarven-steel dagger (27-35.1 power, 7 apr)Emelayadatira the dwarven-steel dagger (27-35.1 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 8% chance to disease Damage (Melee): +11 blight / +8 mind Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +8 arcane When wielded/worn: Physical power: +8 (+1 eff.) Damage when hit (Melee): 8 arcane / 4 temporal Changes stats: +3 Con Changes resistances penetration: +10% temporal / +7% physical Changes damage: +6% arcane Disease immunity: +10% Disarm immunity: +18% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental stralite dagger of shearing (26-33.8 power, 9 apr)elemental stralite dagger of shearing (26-33.8 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +11 Changes resistances penetration: +12% acid / +11% physical / +12% cold / +12% fire / +12% lightning Changes damage: +11% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dispeller's cashmere robe of Linaniil (7 def, 0 armour)dispeller's cashmere robe of Linaniil (7 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +9% lightning / +9% darkness / +9% blight / +9% fire / +10% cold / +10% light Physical save: +15 (+2 eff.) Spell save: +32 (+3 eff.) Mental save: +16 (+2 eff.) Mana each turn: +0.28 Maximum mana: +76.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zonarirain the rough leather armour (1 def, 2 armour) Zonarirain the rough leather armour (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +9% fire Physical save: +9 (+1 eff.) Silence immunity: +20% Disarm immunity: +10% Confusion immunity: +10% Life regen: +3.40 Stamina each turn: +0.50 Maximum life: +42.00 Healing mod.: +12% A suit of armour made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing hardened leather armour (3 def, 6 armour)searing hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 16 acid / 16 fire Damage when hit (Melee): 13 acid / 13 fire Changes resistances: +22% acid / +22% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing iron mail armour of implacability (2 def, 10 armour)searing iron mail armour of implacability (2 def, 10 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Fatigue: +6% Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +14% acid / +14% fire Physical save: +7 (+1 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked steel mail armour of implacability (2 def, 13 armour)spiked steel mail armour of implacability (2 def, 13 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Physical save: +9 (+1 eff.) A suit of armour made of mail. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 9.5 - 13.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. linen headband (0 def, 0 armour)linen headband (0 def, 0 armour) 0.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Skullcracker multiplicator: +3 Could grant infinite ammo, conceivably. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
shattering iron pickaxe (dig speed 20 turns) shattering iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +13% physical 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 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. |
This item will automatically be transmogrified when you leave the level. quiet steel torque of kinetic psionic shield [power 59] (11 cooldown)quiet steel torque of kinetic psionic shield [power 59] (11 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 59 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Finn the Dark Faerie Commando level 31
75th Pyre 122nd year of Ascendancy at 23:47 see stats
By Finn the Dark Faerie Commando level 9
74th Pyre 122nd year of Ascendancy at 23:15 see stats
By Finn the Dark Faerie Commando level 31
75th Pyre 122nd year of Ascendancy at 23:47 see stats
By Finn the Dark Faerie Commando level 17
75th Pyre 122nd year of Ascendancy at 18:33 see stats
By Finn the Dark Faerie Commando level 10
75th Pyre 122nd year of Ascendancy at 01:25 see stats
By Finn the Dark Faerie Commando level 20
75th Pyre 122nd year of Ascendancy at 18:37 see stats
By Finn the Dark Faerie Commando level 30
75th Pyre 122nd year of Ascendancy at 21:45 see stats
By Finn the Dark Faerie Commando level 40
76th Pyre 122nd year of Ascendancy at 00:35 see stats
By Finn the Dark Faerie Commando level 9
75th Pyre 122nd year of Ascendancy at 00:48 see stats
By Finn the Dark Faerie Commando level 28
75th Pyre 122nd year of Ascendancy at 21:00 see stats
By Finn the Dark Faerie Commando level 9
75th Pyre 122nd year of Ascendancy at 00:38 see stats
By Finn the Dark Faerie Commando level 9
75th Pyre 122nd year of Ascendancy at 00:38 see stats
By Finn the Dark Faerie Commando level 9
75th Pyre 122nd year of Ascendancy at 00:38 see stats
By Finn the Dark Faerie Commando level 4
74th Pyre 122nd year of Ascendancy at 12:51 see stats
By Finn the Dark Faerie Commando level 2
74th Pyre 122nd year of Ascendancy at 11:43 see stats
Log
Talent Barbed Arrows is ready to use.
Rested for 35 turns.
Resting starts...
Talent Charging Chop is ready to use.
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You gain 0.25 gold from the transmogrification of elm longbow.
Finn's Clone deactivates Through The Crowd.
Finn's Clone deactivates True Grit.
Finn's Clone deactivates Explosive Entrance.
Finn's Clone deactivates True Grit.
Finn's Clone deactivates Slow Motion.
Finn's Clone deactivates Daunting Presence.
Finn's Clone deactivates Total Thuggery.
Finn's Clone deactivates Lacerating Strikes.
Finn's Clone deactivates Through The Crowd.
Finn deactivates Explosive Entrance.
Finn deactivates Total Thuggery.
Finn deactivates Slow Motion.
Finn deactivates Daunting Presence.
Finn deactivates Lacerating Strikes.
Finn deactivates Subterfuge.
Finn deactivates Through The Crowd.
Finn deactivates True Grit.