Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Infinite500 v2.5f: Revised high level play for ToME 1.4.2Version 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. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | MegaTurtle |
| Class | Berserker |
| Level / Exp | 50 / 1216% |
| Size | huge |
| Lifes / Deaths | Killed by Acolyte of the Sect of Kryl-Feijan at level 50 on the 19th Dusk 122nd year of Ascendancy at 11:53 / 1 |
Primary Stats
| Strength | 108 (base 60) |
| Dexterity | 60 (base 53) |
| Constitution | 122 (base 60) |
| Magic | 11 (base 10) |
| Willpower | 31 (base 12) |
| Cunning | 48 (base 39) |
Resources
| Life | -26/3398 |
| Stamina | 210/210 |
| Healing Factor | 1.1 |
| Regeneration | 36.224871549238 |
Speed
| Mental | -10% |
| Attack | -25% |
| Movement | 0% |
| Spell | -25% |
| Global | +20% |
Vision
| Sight | 8 |
| Lite | 6 |
| Infravision | 9 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 239 |
| Accuracy | 78 |
| Crit Chance | 100% |
| APR | 7 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 18% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 12% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| All | +6% |
Defense: Base
| Armour (hardiness) | 126.10177300898 (93.924050632911%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 75 |
| Mental Save | 27 |
Defense: Resistances
| All | + 77%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 60% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. |
Class Talents
| Technique / Berserker's strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Superiority | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Megaturtle | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Mega Spiked Shell |
| talent | Berserker Rage |
| talent | Precise Strikes |
| talent | Onslaught |
| talent | Shattering Impact |
| beneficial effect | Increases critical hit chance by 49%. Berserker Rage |
| beneficial effect | You heal for 7.0 health every turn. Mega Turtle Heart Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 failed to protect the lone alchemist from death by Cyressra the degenerated skeleton warrior. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by dsadfasf. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Bethiyath the degenerated skeleton warrior. Escort: worried loremaster (level 3 of Dreadfell) | failed |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You must explore Norgos' Lair. * You must explore the Heart of the Gloom. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Equipment
| On feet | Polisenn the Galeshine (15 def, 3 armour) Polisenn the Galeshine (15 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+8 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to daze Changes resistances penetration: +5% lightning / +10% temporal Changes damage: +3% lightning It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 29% chance to completely evade them and granting you 17 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Quiver | Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 30% Wil, 50% Cun, 70% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
| On hands | Ragestir (0 def, 4 armour) Ragestir (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Damage (Melee): 14 temporal Damage (Ranged): 12 temporal Damage when hit (Melee): 8 mind / 4 acid Changes resistances: +11% temporal Changes resistances penetration: +5% mind Changes damage: +3% mind / +6% temporal Talent granted: +3 Block Tauntlets behave like a shield, and allow you to block attacks. 36 block power. When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 30% Wil, 80% Con, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 71% On weapon hit: * 10% chance to gain 10% of a turn Damage (Melee): +16 mind Burst (radius 1) on hit: +8 acid A turtle shell fit with a simple strap. It covers the entire forearm. |
| On head | Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
| Tool | Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | savage's steel ring of frost (+26%) savage's steel ring of frost (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +26% cold Changes damage: +13% cold Spell save: +13 (+3 eff.) Maximum stamina: +10.00 Rings can have magical properties. |
| On fingers | Haledrastir the Nimbusimmortal Haledrastir the NimbusimmortalPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 12 mind / 8 lightning Changes stats: +6 Mag / +4 Wil / +4 Cun Changes resistances: +9% lightning Changes damage: +3% lightning / +6% all Mental save: +8 (+4 eff.) Spellpower: +26 (+11 eff.) Mindpower: +13 (+5 eff.) Rings can have magical properties. |
| Around neck | Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+4 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 314.13 physical damage (based on Magic) in a radius of 3, costing 36 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
| In main hand | thunderous stralite greatsword of massacre (64-102.4 power, 3 apr) thunderous stralite greatsword of massacre (64-102.4 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 30% chance to daze When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +5 Wil / +2 Cun / +3 Con Changes resistances penetration: +12% lightning Massive two-handed swords. |
| Main armor | dwarven-steel plate armour 'Hathychik' (5 def, 19 armour) dwarven-steel plate armour 'Hathychik' (5 def, 19 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Defense: +5 (+3 eff.) Fatigue: +24% Changes stats: +2 Dex / +2 Mag / +1 Cun See invisible: +6 A suit of armour made of metal plates. |
| Cloak | murderer's cashmere cloak (2 def, 0 armour) murderer's cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Strikeworm the alchemist's lamp Strikeworm the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Changes damage: +6% lightning Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Inventory
archmage's stralite amulet of soulsearing archmage's stralite amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +6% lightning / +10% blight / +15% fire / +6% acid / +6% cold Critical mult.: +14.00% Spellpower: +14 (+7 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
stralite amulet of vision stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Blindness immunity: +13% Infravision radius: +2 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. wizard's stralite ring of pilferingwizard's stralite ring of pilfering Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Defense: +11 (+6 eff.) Changes stats: +6 Mag Spell save: +12 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
insidious steel battleaxe of projection (22.5-33.75 power, 2 apr) insidious steel battleaxe of projection (22.5-33.75 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 insidious poison / +10 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
plaguebringer's voratun dagger of amnesia (39-50.7 power, 9 apr) plaguebringer's voratun dagger of amnesia (39-50.7 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 30% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 13% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +10 blight When wielded/worn: Disease immunity: +22% Sharp, short and deadly. |
iron greatsword (16.5-26.4 power, 1 apr) iron greatsword (16.5-26.4 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
quick voratun greatsword of ruin (61.5-98.4 power, 4 apr) quick voratun greatsword of ruin (61.5-98.4 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +19 Physical crit. chance: +21.0% Changes stats: +10 Dex Critical mult.: +17.00% Massive two-handed swords. |
steel greatsword (23-36.8 power, 2 apr) steel greatsword (23-36.8 power, 2 apr)Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
Everpyre Blade (38-53.2 power, 10 apr) Everpyre Blade (38-53.2 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 282.19 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
acidic stralite longsword of vileness (35.5-49.7 power, 5 apr) acidic stralite longsword of vileness (35.5-49.7 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 22% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +9 blight / +6 acid Sharp, long, and deadly. |
Arethra the living mindstar (18.5-20.35 power, 40 apr, nature damage) Arethra the living mindstar (18.5-20.35 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This mindstar absorbs psionic energy that needs to be projected. Base power: 18.5 - 20.4 Uses stats: 80% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Wil Changes resistances: +21% lightning / +24% fire / +10% nature / +11% cold Changes resistances penetration: +7% nature Changes damage: +9% nature Talent masteries: +0.20 Wild-gift / Harmony +0.20 Psionic / Absorption +0.10 Psionic / Voracity Critical mult.: +6.00% Physical save: +19 (+5 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Equilibrium when hit: +4.60 Maximum life: +50.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% 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. |
Halirach (25-30 power, 5 apr, blight element) Halirach (25-30 power, 5 apr, blight element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Armour: +7 Defense: +8 (+4 eff.) Changes resistances: +6% mind Maximum wards: +3 blight Changes resistances penetration: +10% temporal Changes damage: +25% blight / +6% temporal Talents granted: +1 Command Staff +3 Ward Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +18 (+9 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 47.06 to 56.47 blight damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stats: 100% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+4 eff.) Spellpower: +20 (+9 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 600 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stats: 150% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+9 eff.) It can be used to activate talent Arcane Supremacy (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
This item will automatically be transmogrified when you leave the level. bloodlich's elven-wood vilestaff (25-30 power, 5 apr, blight element)bloodlich's elven-wood vilestaff (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +5 Cun / +3 Con Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +11.00% Vim when firing critical spell: +5.00 Maximum vim: +32.00 Maximum neg.energy: +24.00 Spellpower: +12 (+6 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. plaguebringer's stralite waraxe (30-42 power, 5 apr)plaguebringer's stralite waraxe (30-42 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 12% chance to disease Damage (Melee): +8 blight When wielded/worn: Disease immunity: +25% One-handed war axes. |
dwarven-steel gauntlets 'Yvibeth' (0 def, 2 armour) dwarven-steel gauntlets 'Yvibeth' (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +2 Damage (Melee): 6 nature / 7 cold Changes stats: +4 Cun Changes resistances: +8% cold / +7% nature / +8% darkness Changes damage: +6% nature / +5% cold Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +8 Infravision radius: +2 When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +9 Physical crit. chance: +14.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +5 darkness Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +7 nature / +9 ice It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
bladed hardened leather cap (0 def, 3 armour) bladed hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 5 physical Changes stats: +4 Str It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 608.1 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stabilizing dwarven-steel helm of absorption (0 def, 4 armour)stabilizing dwarven-steel helm of absorption (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Physical save: +19 (+5 eff.) Stamina when hit: +1.90 Equilibrium when hit: +0.70 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. enlightening stralite plate armour of natural resilience (7 def, 13 armour)enlightening stralite plate armour of natural resilience (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by arcane disrupting forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +26% Changes stats: +5 Cun / +5 Wil Changes resistances: +18% nature / +12% blight Reduced damage from: +9% Unnatural Mental save: +15 (+8 eff.) A suit of armour made of metal plates. |
Piercing Gaze (5 def, 25 armour, 180 block) Piercing Gaze (5 def, 25 armour, 180 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+3 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Sanguine Shield (14 def, 4 armour, 220 block) Sanguine Shield (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+7 eff.) Ranged Defense: +14 (+7 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
corrosive dwarven-steel shield (8 def, 2 armour, 85.5 block) corrosive dwarven-steel shield (8 def, 2 armour, 85.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 13% chance to corrode armour Changes stats: +3 Con Changes resistances: +16% acid Talent granted: +3 Block Handheld deflection devices. |
54 alchemist agate 54 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx 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 Latent Damage Type: Acid 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 Latent Damage Type: Lightning 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: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 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. |
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. |
Xeralrath [power 73] (12 cooldown) Xeralrath [power 73] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% acid / +3% temporal Maximum wards: +1 physical / +3 mind / +3 darkness Changes resistances penetration: +20% acid Talent cooldown: Silence (+5 turn) Talents granted: +1 Ward +3 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 73 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
ash totem of cure ailments [power 2] (6 cooldown) ash totem of cure ailments [power 2] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Against all odds (Roguelike)
Killed Ukruk in the ambush.By dsadfasf the MegaTurtle Berserker level 50
6th Dusk 122nd year of Ascendancy at 14:37 see stats
Leave the big boys alone (Roguelike)
Killed The Master, causing him to drop the Rod of Recall.By dsadfasf the MegaTurtle Berserker level 50
3rd Dusk 122nd year of Ascendancy at 18:00 see stats
Level 10 (Roguelike)
Got a character to level 10.By dsadfasf the MegaTurtle Berserker level 10
74th Pyre 122nd year of Ascendancy at 11:09 see stats
Level 20 (Roguelike)
Got a character to level 20.By dsadfasf the MegaTurtle Berserker level 20
4th Mirth 122nd year of Ascendancy at 15:42 see stats
Level 30 (Roguelike)
Got a character to level 30.By dsadfasf the MegaTurtle Berserker level 30
7th Mirth 122nd year of Ascendancy at 17:35 see stats
Level 40 (Roguelike)
Got a character to level 40.By dsadfasf the MegaTurtle Berserker level 40
3rd Summertide 122nd year of Ascendancy at 07:16 see stats
Level 50 (Roguelike)
Got a character to level 50.By dsadfasf the MegaTurtle Berserker level 50
10th Flare 122nd year of Ascendancy at 14:52 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By dsadfasf the MegaTurtle Berserker level 50
1st Dusk 122nd year of Ascendancy at 01:57 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By dsadfasf the MegaTurtle Berserker level 33
9th Mirth 122nd year of Ascendancy at 14:06 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By dsadfasf the MegaTurtle Berserker level 50
3rd Dusk 122nd year of Ascendancy at 23:12 see stats
Log
Dsadfasf is on fire!
Mega Spiked Shell hits Acolyte of the Sect of Kryl-Feijan for 13 fire, 13 fire (26 total damage).
Burning from Acolyte of the Sect of Kryl-Feijan hits dsadfasf for (10 resist armour), 0 fire (0 total damage).
Acolyte of the Sect of Kryl-Feijan hits dsadfasf for (30 resist armour), 0 fire (0 total damage).
Acolyte of the Sect of Kryl-Feijan casts Flame.
Dsadfasf stops burning.
Acolyte of the Sect of Kryl-Feijan casts Soul Rot.
Mega Spiked Shell hits Acolyte of the Sect of Kryl-Feijan for 13 fire damage.
Acolyte of the Sect of Kryl-Feijan hits dsadfasf for (30 resist armour), 0 fire (0 total damage).
Mega Spiked Shell hits Acolyte of the Sect of Kryl-Feijan for 13 blight damage.
Acolyte of the Sect of Kryl-Feijan's Soul Rot hits dsadfasf for (30 resist armour), (15 absorbed), 0 blight (0 total damage).
Talent Infusion: Regeneration is ready to use.
Acolyte of the Sect of Kryl-Feijan casts Flame.
Dsadfasf stops regenerating health quickly.
The shield around dsadfasf crumbles.
Mega Spiked Shell hits Acolyte of the Sect of Kryl-Feijan for 13 fire damage.
Acolyte of the Sect of Kryl-Feijan hits dsadfasf for (30 resist armour), 0 fire (0 total damage).
Acolyte of the Sect of Kryl-Feijan casts Manathrust.
Dsadfasf is less impervious to physical effects.
Mega Spiked Shell hits Acolyte of the Sect of Kryl-Feijan for 13 arcane damage.
dsadfasf receives 1 healing.
Acolyte of the Sect of Kryl-Feijan hits dsadfasf for (30 resist armour), 6 arcane (6 total damage).
Acolyte of the Sect of Kryl-Feijan casts Soul Rot.
Acolyte of the Sect of Kryl-Feijan's spell attains critical power!
Acolyte of the Sect of Kryl-Feijan casts Manathrust.
Mega Spiked Shell hits Acolyte of the Sect of Kryl-Feijan for 13 arcane damage.
dsadfasf receives 2 healing.
Acolyte of the Sect of Kryl-Feijan hits dsadfasf for (30 resist armour), 6 arcane (6 total damage).
Saving game...
