Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Items Vault 1.1.2Donators/Buyers bonus! Infinite500 v2.2: Revised high level play for ToME 1.1.4Version 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. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.1 1.1.0Plenum 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. Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Beholder (Continuation) 1.1.1Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Beholder |
Class | Mage Eye |
Level / Exp | 24 / 13% |
Size | medium |
Lifes / Deaths | Killed by Breigh the human at level 3 on the 78th Pyre 122nd year of Ascendancy at 13:13 0 / 7Killed by Breigh the human at level 3 on the 78th Pyre 122nd year of Ascendancy at 13:50 Killed by bandit at level 5 on the 3rd Mirth 122nd year of Ascendancy at 06:58 Killed by Badagalf the Bringer of Doom at level 13 on the 32nd Dusk 122nd year of Ascendancy at 11:40 Killed by skeleton warrior at level 21 on the 79th Dusk 122nd year of Ascendancy at 15:29 Killed by elven corruptor at level 24 on the 49th Haze 122nd year of Ascendancy at 01:17 Killed by Grand Corruptor at level 24 on the 49th Haze 122nd year of Ascendancy at 04:48 |
Primary Stats
Strength | 30.551033547793 (base 31) |
Dexterity | 20.692972909624 (base 30) |
Constitution | 50 (base 48) |
Magic | 76 (base 52) |
Willpower | 50 (base 38) |
Cunning | 36 (base 30) |
Resources
Life | -35/682 |
Mana | 178/417 |
Stamina | 244/269 |
Healing Factor | 1 |
Regeneration | 45.85 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 10 |
See Stealth | 8 |
See Invisible | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 22 |
Accuracy | 25 |
Crit Chance | 20% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 54 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 43.466666666667 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Mind | +11% |
Lightning | +8% |
Light | +15% |
Darkness | +15% |
Blight | +4% |
Arcane | +3% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Lightning | +44% |
Defense: Base
Armour (hardiness) | 57 (90%) |
Defense | 26.871270259184 |
Ranged Defense | 31.871270259184 |
Fatigue | 25 |
Physical Save | 24.096430870864 |
Spell Save | 38.05 |
Mental Save | 30.05 |
Defense: Resistances
Darkness | + 27%( 70%) |
Lightning | + 18%( 70%) |
Mind | + 19%( 70%) |
Temporal | + 18%( 70%) |
Blight | + 18%( 70%) |
Fire | + 49%( 70%) |
Cold | + 18%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Pinning Resistance | 27% |
Stun Resistance | 55% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 32% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 214 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
Spell / Central-eye | 0.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost-eye | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Lightning-eye | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Spell / Tri-beam | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Death-eye | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire-eye | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Tentacle-combat | 0.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Beholder | 1.10 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Lightning Mastery |
talent | Extraplanar Origin |
talent | Cloak of Deception |
talent | Use Tentacles |
talent | Shielding |
talent | Arcane Shield |
beneficial effect | A flow of life spins around the target, regenerating 43.00 life per turn. Regeneration |
detrimental effect | The target is infected by a disease, reducing its strength by 11 and doing 23.10 blight damage per turn. Weakness Disease |
beneficial effect | The target is out of phase with reality, increasing defense by 9, resist all by 9%, and the duration of all timed effects by 0%. Out of Phase |
detrimental effect | The target is infected by a disease, reducing its dexterity by 21 and doing 47.96 blight damage per turn. Decrepitude Disease |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use your eye beams, the longer they will take to recharge (+4 cooldowns). Drained Eyestalks |
detrimental effect | The target is hexed. Each time it uses an ability it takes 56.33 fire damage, and talent cooldowns are increased by 56% plus 1 turn. Burning Hex |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Your colony has sent you on a mission to investigate a recently detected burst of magical energy in this area of space. Crash LandingYou unfortunately have crash landed on this planet and need to regain your powers by draining magical items. Current growth points: 22.00. You have acquired all the magical power you need. Current form bonuses: +4 life rating(retroactive), +40% armor hardiness, +12 armor, +80% blindness resistance, underwater breathing, +35% movement speed. +Levitation and avoid pressure traps. +2 class points. Deathray and Tribeam trees available. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by skeleton master archer. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 26. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed length of troll intestine. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed storm wyrm claw. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | warrior's steel ring of power warrior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Armour: +6 Changes stats: +3 Str Spellpower: +7 Mindpower: +5 Rings can have magical properties. |
On fingers | warrior's gold ring of the mind (+11%) warrior's gold ring of the mind (+11%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
On fingers | mule's stralite ring of fire (+24%) mule's stralite ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Changes resistances: +24% fire Changes damage: +12% fire Maximum encumbrance: +21 Rings can have magical properties. |
On fingers | marksman's gold ring of perseverance marksman's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
On fingers | warrior's gold ring of power warrior's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Armour: +8 Changes stats: +4 Str Spellpower: +7 Mindpower: +6 Rings can have magical properties. |
On fingers | wizard's stralite ring of perseverance wizard's stralite ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Spell save: +12 Stun/Freeze immunity: +28% Life regen: +1.80 Rings can have magical properties. |
On fingers | marksman's gold ring of sensing marksman's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Blindness immunity: +25% See stealth: +8 See invisible: +7 Rings can have magical properties. |
On fingers | Ring of Command (opal) Ring of Command (opal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +5 Changes stats: +2 Str / +2 Dex / +4 Mag / +4 Wil / +2 Cun / +2 Con It can be used to Socket Gem, costing 25 power out of 25/25. Using the remains of your escape pod, you fashioned this simple band. A gem could be placed within to enhance its properties. |
Around neck | stabilizing stralite amulet of cunning (+2) stabilizing stralite amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% temporal Pinning immunity: +22% Knockback immunity: +27% 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. 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: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage when this weapon hits: +10 blight / +10 fire burn Burst (radius 2) on crit: +20 fire / +20 infective blight When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% fire / +10% blight This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
In off hand | Titanic (20 def, 18 armour, 320 block) Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 Ranged Defense: +10 Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
On head | Cindermalice (1 def, 0 armour) Cindermalice (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Wil Changes damage: +3% arcane Equilibrium when hit: +1.10 Psi when hit: +0.80 Hate when hit: +1.00 Maximum mana: +60.00 A pointy cloth hat, very wizardly... |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +5 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Inventory
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of disruption (19.5-27.3 power, 4 apr)dwarven-steel waraxe of disruption (19.5-27.3 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage against: +11% Undead / +10% Construct One-handed war axes. |
This item will automatically be transmogrified when you leave the level. verdant cashmere robe of chaos (2 def, 0 armour)verdant cashmere robe of chaos (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Con Changes resistances: +7% physical / -7% arcane / +10% fire / -5% cold / -7% nature / +9% blight Changes resistances penetration: +10% physical / +8% fire / +7% blight Changes damage: +8% nature Life regen: +2.90 Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)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 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
3 agate 3 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 Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; 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. |
3 aquamarine 3 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 Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald 3 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 Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con 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, 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 is 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. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 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% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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 Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By Cho'Gath the Beholder Mage Eye level 13
32nd Dusk 122nd year of Ascendancy at 13:00 see stats
By Cho'Gath the Beholder Mage Eye level 15
57th Dusk 122nd year of Ascendancy at 13:45 see stats
By Cho'Gath the Beholder Mage Eye level 21
1st Time of Equilibrium 122nd year of Ascendancy at 01:51 see stats
By Cho'Gath the Beholder Mage Eye level 22
18th Haze 122nd year of Ascendancy at 10:19 see stats
By Cho'Gath the Beholder Mage Eye level 14
35th Dusk 122nd year of Ascendancy at 02:11 see stats
By Cho'Gath the Beholder Mage Eye level 10
7th Flare 122nd year of Ascendancy at 02:11 see stats
By Cho'Gath the Beholder Mage Eye level 20
78th Dusk 122nd year of Ascendancy at 08:00 see stats
By Cho'Gath the Beholder Mage Eye level 3
77th Pyre 122nd year of Ascendancy at 01:26 see stats
By Cho'Gath the Beholder Mage Eye level 11
27th Dusk 122nd year of Ascendancy at 07:53 see stats
By Cho'Gath the Beholder Mage Eye level 21
1st Time of Equilibrium 122nd year of Ascendancy at 15:36 see stats
By Cho'Gath the Beholder Mage Eye level 19
78th Dusk 122nd year of Ascendancy at 08:00 see stats
Log
Grand Corruptor hits Cho'Gath for (18 absorbed), 0 fire (0 total damage).
Weakness Disease from Grand Corruptor hits Cho'Gath for (24 absorbed), 0 blight (0 total damage).
Cho'Gath hits Grand Corruptor for (57 to bones), 0 physical, 15 physical, 23 darkness (38 total damage).
Grand Corruptor returns to normal.
Grand Corruptor stops burning.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Spray.
Cho'Gath avoids 59 damage!
Grand Corruptor hits Cho'Gath for 59 blight, 119 blight (178 total damage).
Grand Corruptor receives 96 healing.
Cho'Gath avoids 30 damage!
Lava floor burns Cho'Gath!
Grand Corruptor hits Cho'Gath for 30 fire damage.
Cho'Gath uses Grasping Tentacle.
Grand Corruptor is disarmed!
Cho'Gath avoids 12 damage!
Cho'Gath avoids 24 damage!
Decrepitude Disease from Grand Corruptor hits Cho'Gath for 24 blight damage.
Grand Corruptor hits Cho'Gath for 35 fire damage.
Weakness Disease from Grand Corruptor hits Cho'Gath for 12 blight damage.
Cho'Gath hits Grand Corruptor for 77 physical, 15 physical, 29 lightning, 72 physical, 15 physical, 23 darkness (230 total damage).
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Grasp.
Grand Corruptor drains life from Cho'Gath!
Grand Corruptor's Blood Grasp hits Cho'Gath for 151 blight damage.
Grand Corruptor receives 96 healing.
Grand Corruptor receives 76 healing from Cho'Gath.
Grand Corruptor deactivates Fearscape.
Saving game...