Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Talent Point Planner 1.3.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
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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 v2.5e: Revised high level play for ToME 1.4.0Version 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. Improved player targetting 1.2.0Player's targetting improvements. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Stone Disciple 1.2.5Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that: Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
| Campaign | Infinite |
| Mode | Easy Exploration |
| Sex | Female |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 175 / 69% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 232 (base 185) |
| Dexterity | 25 (base 12) |
| Constitution | 186 (base 185) |
| Magic | 188 (base 185) |
| Willpower | 203.44920165705 (base 185) |
| Cunning | 206.44920165705 (base 185) |
Resources
| Life | 78886/78886 |
| Psi | 9536/9536 |
| Equilibrium | 63 |
| Healing Factor | 1.1 |
| Regeneration | 1071.235 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | 0% |
| Spell | +15% |
| Global | +272.6367423138% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 24 |
Offense: Mainhand
| Damage | 1632 |
| Accuracy | 380 |
| Crit Chance | 244% |
| APR | 3633 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 1262 |
| Accuracy | 380 |
| Crit Chance | 248% |
| APR | 3600 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 455.13043478261 |
| Crit Chance | 100% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 463.78295535212 |
| Crit Chance | 100% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 1759 (50%) |
| Defense | 260.30357142857 |
| Ranged Defense | 260.30357142857 |
| Fatigue | 0 |
| Physical Save | 106.86779132557 |
| Spell Save | 106.86779132557 |
| Mental Save | 106.86779132557 |
Defense: Resistances
| All | + 39%( 70%) |
Defense: Immunities
| Silence Resistance | 94% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (3/3)
| 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: 14 Travel Speed: instantaneous Usage Speed: Standard (87% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Class Talents
| Wild-gift / Eyal's fury | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 3.20 |
| 17/5 |
| 0/5 |
| 17/5 |
| 0/5 |
| Psionic / Solipsism | 3.00 |
| 17/5 |
| 3/5 |
| 17/5 |
| 17/5 |
Generic Talents
| Wild-gift / Fungus | 3.00 |
| 13/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 3.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 6.00 |
| 15/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 17/5 |
| 17/5 |
| Race / Yeek | 3.00 |
| 1/5 |
| 17/5 |
| 17/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 17/5 |
| 3/5 |
| 17/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Antimagic Shield |
| talent | Charged Shield |
| talent | Wild Growth |
| talent | Psiblades |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| beneficial effect | A flow of life spins around the target, regenerating 102.80 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+84% global speed). Clarity |
Quests
Escort the injured seer to the recall portal on level 6 of Infinite Dungeon. Escort: injured seer (level 6 of Infinite Dungeon) | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | wyrm's mossy mindstar of venom (75% power, 66 apr, mind damage) wyrm's mossy mindstar of venom (75% power, 66 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural venom should be returned to the wyrm. The natural wyrm seeks an element. Power: 75% Range: 1.1x Uses stats: 154% Wil, 50% Mag, 41% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +66 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 acid / 4 physical / 3 fire / 4 lightning / 4 cold Changes resistances: +11% acid / +4% physical / +4% cold / +4% fire / +4% lightning Changes resistances penetration: +7% acid Changes damage: +7% acid Blindness immunity: +0% Stun/Freeze immunity: +0% Life regen: +0.80 Mindpower: +8 (+0 eff.) Mental crit. chance: +1% 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. |
| On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Curethorn the voratun helm (0 def, 11 armour) Curethorn the voratun helm (0 def, 11 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +11 Fatigue: +5% Effects on melee hit: * Slows global speed by 60% Damage when hit (Melee): 8 fire / 24 nature / 12 arcane Changes stats: +6 Str / +5 Dex / +5 Cun / +4 Con Changes resistances: +9% blight / +9% nature Changes resistances penetration: +5% nature Changes damage: +9% blight / +9% fire Physical save: +15 (+0 eff.) Mental save: +15 (+2 eff.) Infravision radius: +4 It can be used to activate talent Battle Cry, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe (dig speed 37 turns) iron pickaxe (dig speed 37 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's gold ring of pilfering marksman's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +26 (+1 eff.) Armour penetration: +13 Defense: +13 (+1 eff.) Changes stats: +7 Dex It can be used to activate talent Disengage, placing all other charms into a 2 cooldown : Effective talent level: 2.0 Power cost: 2 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| In main hand | absorbing thorny mindstar (100% power, 132 apr, nature damage) absorbing thorny mindstar (100% power, 132 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Power: 100% Range: 1.1x Uses stats: 196% Wil, 50% Mag, 83% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +132 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +17% lightning / +16% fire / +15% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Mindpower: +25 (+1 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. |
| In off hand | mitotic vined mindstar of storms (83% power, 99 apr, nature damage) mitotic vined mindstar of storms (83% power, 99 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 84% Range: 1.1x Uses stats: 175% Wil, 50% Mag, 62% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +99 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 11% * 11% chance to corrode armour When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +12 Wil / +12 Cun / +2 Con Changes resistances: +11% lightning Changes resistances penetration: +10% lightning Changes damage: +10% lightning Mindpower: +17 (+1 eff.) Mental crit. chance: +2% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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. |
| Main armor | reinforced leather armour of alacrity (4 def, 7 armour) reinforced leather armour of alacrity (4 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+0 eff.) Fatigue: +8% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (212 power, based on Willpower), costing 2 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Inventory
healing infusion (heal 72) healing infusion (heal 72)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 72 and cleanse 1 wound and poison effect. 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. |
creative mossy mindstar of balance (75% power, 12 apr, mind damage) creative mossy mindstar of balance (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Critical mult.: +9.00% Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.90 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
creative vined mindstar of venom (81% power, 18 apr, nature damage) creative vined mindstar of venom (81% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural venom should be returned to the wyrm. Power: 82% Range: 1.1x Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 acid Changes stats: +5 Cun Changes resistances: +11% acid Changes resistances penetration: +8% acid Changes damage: +10% acid Critical mult.: +13.00% Life regen: +1.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% 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. |
harmonious vined mindstar of flames (88% power, 18 apr, nature damage) harmonious vined mindstar of flames (88% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural fire should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Power: 89% Range: 1.1x Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% nature / +10% fire Changes resistances penetration: +6% nature / +11% fire Changes damage: +6% nature / +10% fire Talent mastery: +0.20 Wild-gift / Harmony Blindness immunity: +0% Stun/Freeze immunity: +0% Life regen: +0.00 Equilibrium when hit: +0.60 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Global speed: +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. |
mossy mindstar (75% power, 12 apr, nature damage) mossy mindstar (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
Trident of the Tides (191% power, 20 apr) Trident of the Tides (191% power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Power: 191% Range: 1.4x Uses stats: 114% Wil, 50% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+0 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 8 power out of 150/150) : Effective talent level: 3.0 Power cost: 8 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 1288.33. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
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. |
woollen robe of power (0 def, 0 armour) woollen robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes damage: +11% all Spellpower: +14 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
radiant iron mail armour of command (9 def, 9 armour) radiant iron mail armour of command (9 def, 9 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +9 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 6 light Changes stats: +2 Cun / +2 Wil Changes resistances: +13% blight / +14% darkness Mental save: +12 (+2 eff.) Light radius: +2 A suit of armour made of mail. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con 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 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) 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. |
garnet 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
pouch of iron shots (19/19, 110% power, 1 apr) pouch of iron shots (19/19, 110% power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 110% Range: 1.2x Uses stats: 30% Wil, 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
overpowered iron torque of psychoportation [power 30] (1/7 cooldown) overpowered iron torque of psychoportation [power 30] (1/7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 30), putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
You gain 3.14 gold from the transmogrification of flaming pouch of iron shots of paradox (16/16, 108% power, 1 apr).
You gain 5.48 gold from the transmogrification of plaguebringer's quiver of yew arrows of crippling (22/22, 136% power, 10 apr).
You gain 7.77 gold from the transmogrification of crackling dwarven-steel shield of crushing (8 def, 2 armour, 79 block).
You gain 7.24 gold from the transmogrification of warlord's dwarven-steel helm of strength (+12) (0 def, 4 armour).
You gain 7.52 gold from the transmogrification of miner's iron helm of blood magic (0 def, 5 armour).
You gain 3.98 gold from the transmogrification of marshal's cashmere cloak (2 def, 0 armour).
You gain 1.83 gold from the transmogrification of slime-covered steel waraxe of massacre (129% power, 3 apr).
You gain 10.46 gold from the transmogrification of infernal yew magestaff of breaching (120% power, 4 apr, arcane element).
You gain 7.52 gold from the transmogrification of infernal elm starstaff of protection (100% power, 2 apr, darkness element).
You gain 4.08 gold from the transmogrification of elm vilestaff of channeling (100% power, 2 apr, blight element).
You gain 11.07 gold from the transmogrification of bloodlich's ash vilestaff (111% power, 3 apr, fire element).
You gain 4.91 gold from the transmogrification of ash vilestaff of channeling (111% power, 3 apr, blight element).
You gain 4.65 gold from the transmogrification of penetrating cured leather sling.
You gain 4.67 gold from the transmogrification of mighty yew longbow of acid.
You gain 8.34 gold from the transmogrification of warbringer's iron greatsword of torment (116% power, 1 apr).
You gain 8.00 gold from the transmogrification of starseer's steel amulet of murder.
You gain 1.99 gold from the transmogrification of acid wave rune (187 acid damage; dur 5; apply 22).
Accepted quest ''! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Rekee deactivates Charged Shield.
Rekee deactivates Wild Growth.
Rekee stops regenerating health quickly.
Rekee deactivates Antimagic Shield.
Rekee deactivates Psiblades.
Rekee deactivates Kinetic Shield.
Rekee deactivates Mental Tyranny.
Rekee deactivates Beyond the Flesh.
