Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | 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! 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. 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. Tempus Fugit 1.2.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! 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 Steamtech UI 1.1.4 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Doctornull's Class Pack 1.2.5This 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. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Faerie |
Class | Archmage |
Level / Exp | 30 / 2% |
Size | tiny |
Lifes / Deaths | Killed by ritch flamespitter at level 30 on the 7th Mirth 122nd year of Ascendancy at 09:33 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 18 (base 10) |
Constitution | 27 (base 27) |
Magic | 65 (base 55) |
Willpower | 57 (base 55) |
Cunning | 14 (base 11) |
Resources
Life | -42/308 |
Mana | 101/363 |
Healing Factor | 1 |
Regeneration | 20.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +279.16216567824% |
Spell | 0% |
Global | +81.934048148897% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
See Stealth | 6 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 11 |
Accuracy | 31 |
Crit Chance | 25% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 4 |
Accuracy | 31 |
Crit Chance | 17% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50.884613846649 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 32.75 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 74.990319643445 |
Ranged Defense | 79.991722335343 |
Fatigue | 0 |
Physical Save | 38.15 |
Spell Save | 46.333333333333 |
Mental Save | 42.05 |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 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: 10 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Faerie | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Thunderstorm |
talent | Feather Wind |
talent | Shielding |
talent | Arcane Power |
detrimental effect | The target is on fire, taking 13.47 fire damage per turn. Burning |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +215% Defense: +102 Avoidance of some traps. |
detrimental effect | The target is encased in thorny vines, dealing 19 nature damage each turn and reducing its speed by 22%. Thorn Grab |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 |
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 |
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 |
Equipment
On feet | grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather. |
Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Accuracy: +15 (+8 eff.) Defense: +15 (+4 eff.) Changes stats: +5 Dex / +5 Mag Changes resistances: +25% blight Changes resistances cap: +15% blight Changes damage: +15% nature 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. |
On head | miner's rough leather cap of constitution (+3) (0 def, 2 armour) miner's rough leather cap of constitution (+3) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +3 Con Infravision radius: +1 A cap made of leather. |
On hands | Elilrath (0 def, 1 armour) Elilrath (0 def, 1 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Damage (Melee): 7 mind / 6 acid Changes resistances: +6% mind / +6% acid Changes resistances penetration: +15% physical Changes damage: +10% mind / +4% acid Psi when hit: +0.04 Maximum life: +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | supercharged elm wand of clairvoyance [power 9] (9 cooldown) supercharged elm wand of clairvoyance [power 9] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
On fingers | copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings can have magical properties. |
Around neck | warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
In main hand | Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical 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 This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Around waist | rough leather belt of the mystic rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
In off hand | arcing iron dagger (10-13 power, 5 apr) arcing iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +4 lightning Sharp, short and deadly. |
Cloak | enveloping linen cloak of Iron Throne (6 def, 0 armour) enveloping linen cloak of Iron Throne (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +1 Str / +2 Con Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Zanygoldil (0 def, 0 armour) Zanygoldil (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Wil Changes resistances: +18% lightning Changes damage: +12% lightning Grants telepathy: Dragon A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion (rad 5; power 20; turns 4; dispells darkness)sun infusion (rad 5; power 20; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion of the warrior (resist 16%; cure mental)wild infusion of the warrior (resist 16%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel greatmaul (27.5-41.25 power, 2 apr)steel greatmaul (27.5-41.25 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. GalerazorGalerazor Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +8 fire Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +2 lightning When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% lightning Changes resistances penetration: +10% lightning / +9% physical Changes damage: +13% fire / +7% arcane / +3% darkness Spellpower: +7 (+2 eff.) Damage Shield penetration: +21% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel longsword of massacre (27-37.8 power, 4 apr)acidic dwarven-steel longsword of massacre (27-37.8 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel longsword of daylight (22.5-31.5 power, 4 apr)chilling dwarven-steel longsword of daylight (22.5-31.5 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +9 light / +5 cold Damage against: +10% Undead Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword (24.5-34.3 power, 4 apr)dwarven-steel longsword (24.5-34.3 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. nature's thorny mindstar of the jelly (8.5-9.35 power, 24 apr, nature damage)nature's thorny mindstar of the jelly (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +3% acid / +4% nature Disease immunity: +14% Equilibrium when hit: +0.60 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level. hunter's dwarven-steel sceptre of thought (23.5-32.9 power, 4 apr)hunter's dwarven-steel sceptre of thought (23.5-32.9 power, 4 apr) Requires: - Magic 20 - Constitution 20 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 3 Base power: 23.5 - 32.9 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +26 mind Damage against: +9% Aquatic / +14% Animal When wielded/worn: Changes damage: +13% mind Spellpower: +9 (+3 eff.) Infravision radius: +3 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. mighty hardened leather slingmighty hardened leather sling Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +6 (+6 eff.) Changes stats: +3 Str Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. cruel ash vilestaff of illumination (15-18 power, 3 apr, blight element)cruel ash vilestaff of illumination (15-18 power, 3 apr, blight element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +7 (+2 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 73.17 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, lightning element) elm magestaff (10-12 power, 2 apr, lightning element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff of fate (10-12 power, 2 apr, cold element) shimmering elm magestaff of fate (10-12 power, 2 apr, cold element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Mana each turn: +0.11 Maximum mana: +30.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe (19-26.6 power, 4 apr)dwarven-steel waraxe (19-26.6 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. rough leather beltrough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cinder dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)cinder dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +17 (+9 eff.) Armour: +2 Damage (Melee): 7 fire Changes stats: +3 Dex Changes resistances: +7% fire Changes damage: +5% fire Metal gloves protecting the hands up to the middle of the lower arm. |
steady rough leather gloves (0 def, 1 armour) steady rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +1 Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +23% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. grounding cashmere wizard hat (2 def, 0 armour)grounding cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +5% lightning / +7% temporal A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. iron helm (0 def, 3 armour)iron helm (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. miner's hardened leather cap (0 def, 5 armour)miner's hardened leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Infravision radius: +1 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. shielding cashmere wizard hat (2 def, 0 armour)shielding cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag Spell save: +7 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. hardened leather armour (3 def, 6 armour)hardened leather armour (3 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of cold resistance (3 def, 6 armour)prismatic hardened leather armour of cold resistance (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +24% cold / +12% light / +13% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced dwarven-steel shield of fire resistance (+17%) (8 def, 7 armour, 98.5 block)reinforced dwarven-steel shield of fire resistance (+17%) (8 def, 7 armour, 98.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +17% fire Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. blazing quiver of ash arrows of wind (18/18, 19-26.6 power, 7 apr)blazing quiver of ash arrows of wind (18/18, 19-26.6 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 18 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +8 fire Burst (radius 2) on crit: +7 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of accuracy (15/15, 35-49 power, 10 apr)quiver of yew arrows of accuracy (15/15, 35-49 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.0 - 49.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 15 Arrows are used with bows to pierce your foes to death. |
agate agate0.00 Encumbrance. Type: gem / blue ; 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 Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
verdite verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) 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. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +7 See invisible: +8 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. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots (19/19, 32.5-39 power, 3 apr)pouch of dwarven-steel shots (19/19, 32.5-39 power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
3 tiny geode 3 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. yew totem of thorny skin [power 44] (20 cooldown)yew totem of thorny skin [power 44] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all 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: 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Dini the Faerie Archmage level 10
77th Pyre 122nd year of Ascendancy at 02:06 see stats
By Dini the Faerie Archmage level 20
6th Mirth 122nd year of Ascendancy at 05:35 see stats
By Dini the Faerie Archmage level 30
7th Mirth 122nd year of Ascendancy at 09:19 see stats
Log
Dini casts Arcane Reconstruction.
Dini receives 448 healing.
Emelolerikira the giant red ant summons a Ritch Flamespitter!
Emelolerikira the giant red ant shares damage with his oozes!
Burning from Dini hits Emelolerikira the giant red ant for 17 fire damage.
Dini speeds up.
Emelolerikira the giant red ant shares damage with his oozes!
Burning from Emelolerikira the giant red ant hits Dini for 12 fire damage.
Thunderstorm hits Emelolerikira the giant red ant for 17 lightning damage.
Thunderstorm hits Ritch flamespitter for 41 lightning damage.
Emelolerikira the giant red ant uses Dirty Fighting.
Emelolerikira the giant red ant misses Dini.
Dini is stunned!
Ritch flamespitter spits flames!
Emelolerikira the giant red ant hits Dini for 57 mind, 3 cold, 2 temporal (62 total damage).
Ritch flamespitter hits Dini for 70 fire damage.
Dini uses Infusion: Regeneration.
Dini starts regenerating health quickly.
Emelolerikira the giant red ant stops burning.
Emelolerikira the giant red ant uses Thorn Grab.
Emelolerikira the giant red ant shares damage with his oozes!
Burning from Emelolerikira the giant red ant hits Dini for 12 fire damage.
Emelolerikira the giant red ant hits Dini for 55 mind, 52 mind, 3 cold, 2 temporal (111 total damage).
Thunderstorm hits Ritch flamespitter for 17 lightning damage.
Thunderstorm hits Emelolerikira the giant red ant for 8 lightning damage.
Thunderstorm hits Bloated ooze for 8 lightning damage.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Saving game...