











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 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. Proper Possession 1.5.0
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official 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:
Inferno Race Pack 1.4.0Adds a collection of my races. Inferno Race Patch for ID and Arena 1.5.5 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Exponential Leveling 1.4.8Exponential 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
|
| Campaign | Arena |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Forsaken |
| Class | Demonologist |
| Level / Exp | 36 / 95% |
| Size | huge |
| Lifes / Deaths | Killed by Zubutta at level 36 on the 1st Mirth 122nd year of Ascendancy at 09:53 7 / 1 |
Primary Stats
| Strength | 132.8883623161 (base 60) |
| Dexterity | 67 (base 60) |
| Constitution | 82.776724632207 (base 60) |
| Magic | 81.888362316104 (base 60) |
| Willpower | 77.776724632207 (base 60) |
| Cunning | 85.776724632207 (base 60) |
Resources
| Life | 0/2853 |
| Hate | 100/100 |
| Stamina | 721/729 |
| Vim | 530/535 |
| Healing Factor | 1.4318636817023 |
| Regeneration | 40.057419905872 |
Speed
| Mental | +11.55% |
| Attack | +11.55% |
| Movement | 0% |
| Spell | +11.55% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 2 |
| Infravision | 6 |
| See Invisible | 22.776724632207 |
Offense: Mainhand
| Damage | 255 |
| Accuracy | 56 |
| Crit Chance | 63% |
| APR | 20 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 48% |
| Speed | 0.89645898700134 |
Offense: Mind
| Mindpower | 78 |
| Crit Chance | 48% |
| Speed | 0.89645898700134 |
Offense: Damage Bonus
| Arcane | +5% |
| Darkness | +25% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +13% |
| Darkness | +31% |
| Mind | +13% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 47.5 (87.462686567164%) |
| Defense | 41 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 59 |
| Mental Save | 41 |
Defense: Resistances
| Blight | + 56%( 87%) |
| Physical | + 56%( 90%) |
| Cold | + 66%( 87%) |
| All | + 49%( 87%) |
| Darkness | + 97%(102%) |
| Light | + 58%( 87%) |
| Mind | + 46%( 87%) |
| Fire | + 56%( 87%) |
| Lightning | + 58%( 87%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 29% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 34.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (90% of a 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%. |
Class Talents
| Cursed / Gloom | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Shadows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Corruption / Infernal combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Doom covenant | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Doom shield | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Black-magic | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Undead / Forsaken | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+34% resist all). Shroud of Death |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.9)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +12 Defense, +6 Ranged Defense Power 2+: -1 Luck, +11 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+46% chance to avoid traps). Power 4+: Unfortunate End: There is a 35% chance that the damage you deal will increase by 36% if the increase would be enough to kill your opponent. |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.9)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 38% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.9)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 7.9)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +32 Darkness Resistance, +15% Max Darkness Resistance, +18 See Invisible Power 2+: -1 Luck, +15 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 34% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 34% for 3 turns. |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | insulating pair of rough leather boots (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +6% cold Curse of Shrouds A pair of boots made of leather. |
| Quiver | hateful pouch of steel shots of crippling (17/17, 19-22.8 power, 2 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +11.5% Capacity: 17 On weapon crit: * cripple the target Damage (Ranged): +5 darkness Damage against: +7% Living Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern (Corpses)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Corpses 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. |
| On head | prismatic iron helm (Shrouds) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +11% light / +10% darkness Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves of magic (+4) (Shrouds) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Mag Changes damage: +5% arcane Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | mule's gold ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +23 Vim when hitting in melee: +0.00 Curse of Shrouds Rings can have magical properties. |
| On fingers | savior's steel ring of frost (+20%) (Corpses) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Vim when hit: +2.00 Curse of Corpses Rings can have magical properties. |
| Around neck | protective stralite amulet of vision (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +7 (+3 eff.) Changes resistances cap: +2% all Physical save: +8 (+2 eff.) Blindness immunity: +29% Infravision radius: +6 Sight radius: +2 See invisible: +5 Curse of Nightmares Amulets can have magical properties. |
| In main hand | The Black Spike (Corpses) (48-67.2 power, 20 apr) Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Silence (25% chance level 2). Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. Curse of Corpses "All the better to pierce the heart of the world." |
| Around waist | insulating rough leather belt of the giants (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% fire / +6% cold Spell save: +6 (+2 eff.) Size category: +1 Curse of Shrouds A belt that goes around your waist. |
| In off hand | cosmic voratun shield of crushing (Misfortune) (12 def, 3 armour, 72.5-87 power, 199 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.5 - 87.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +199 On weapon crit: * smash the target with your shield crippling them Burst (radius 2) on crit: +24 light / +22 darkness When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +5% light / +11% darkness Reduce damage by fixed amount: +16 darkness Changes resistances penetration: +18% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Misfortune Handheld deflection devices. |
| Cloak | cashmere cloak of Iron Throne (Misfortune) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str / +1 Con Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked steel plate armour of lightning resistance (Shrouds) (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 10 physical Changes resistances: +17% lightning Curse of Shrouds A suit of armour made of metal plates. |
Inventory
sun infusion of the titan (rad 5; power 60; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 30). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 60) for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
starlit gold amulet (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% light / +13% darkness Blindness immunity: +25% Curse of Shrouds Amulets can have magical properties. |
copper ring of the mind (+11%) (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Vim when hitting in melee: +0.00 Curse of Madness Rings can have magical properties. |
marksman's gold ring of arcana(+0.16/turn) (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Silence immunity: +25% Mana each turn: +0.16 Curse of Misfortune Rings can have magical properties. |
mule's gold ring of arcana(+0.21/turn) (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Silence immunity: +22% Mana each turn: +0.21 Curse of Corpses Rings can have magical properties. |
psionicist's gold ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Curse of Corpses Rings can have magical properties. |
psionicist's stralite ring (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Curse of Madness Rings can have magical properties. |
psionicist's voratun ring of pilfering (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +11 Defense: +15 (+5 eff.) Changes stats: +5 Wil Mental save: +10 (+3 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
savage's gold ring of darkness (+20%) (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Con Changes resistances: +20% darkness Changes damage: +10% darkness Spell save: +12 (+3 eff.) Maximum stamina: +21.00 Curse of Nightmares Rings can have magical properties. |
savior's stralite ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +10 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +6 (+2 eff.) Curse of Misfortune Rings can have magical properties. |
wizard's steel ring of power (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Mag Spell save: +6 (+2 eff.) Spellpower: +6 (+2 eff.) Mindpower: +7 (+2 eff.) Curse of Nightmares Rings can have magical properties. |
iron longsword (Madness) (11-15.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Curse of Madness Sharp, long, and deadly. |
Crooked Club (Corpses) (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical When wielded/worn: Accuracy: +12 (+4 eff.) Curse of Corpses It can be used to activate talent Battle Call (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
chilling steel mace (Madness) (14-19.6 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 cold When wielded/worn: Curse of Madness Blunt and deadly. |
vined mindstar of balance (Madness) (5.5-6.05 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.80 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Madness 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. |
potent elm magestaff of fate (Misfortune) (13-15.6 power, 2 apr, lightning element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% lightning Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
steel waraxe of massacre (Madness) (20.5-28.7 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 20.5 - 28.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Curse of Madness One-handed war axes. |
steel waraxe of the mystic (Madness) (15.5-21.7 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +2 Wil Spellpower: +7 (+2 eff.) Curse of Madness One-handed war axes. |
linen cloak of Eldoral (Corpses) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +2 Dex Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of iron boots (Misfortune) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +6% cold Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (Madness) (0 def, 3 armour)Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of uncanny dodging (Shrouds) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Curse of Shrouds A pair of boots made of leather. |
traveler's pair of rough leather boots (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Curse of Shrouds A pair of boots made of leather. |
iron helm (Madness) (0 def, 3 armour)Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spellwoven linen wizard hat (Shrouds) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Mana each turn: +0.11 Spellpower: +3 (+1 eff.) Spell crit. chance: +2% Curse of Shrouds A pointy cloth hat, very wizardly... |
iron mail armour (Misfortune) (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Curse of Misfortune A suit of armour made of mail. |
iron shield (Shrouds) (4 def, 2 armour, 8.5-10.2 power, 18.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +0% fire Reduce damage by fixed amount: +0 fire Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
stralite shield of cold resistance (+21%) (Corpses) (10 def, 2 armour, 48-57.6 power, 145.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +146 When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Changes resistances: +0% fire / +21% cold Reduce damage by fixed amount: +0 darkness / +0 fire Changes resistances penetration: +0% darkness Talent granted: +4 Block Curse of Corpses Handheld deflection devices. |
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. |
205 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. |
demon seed [fire imp] (level 11, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +16% fire Reduce damage by fixed amount: +6 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 17, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 4, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 24, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Farstrike Demon status: alive (100% life). The seed of a demon. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
demon seed [dúathedlen] (level 15, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (15% life). The seed of a demon. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Nightmare (Adventure) difficulty)
Got to wave 20 in the arena.By Zubutta the Forsaken Demonologist level 18
76th Pyre 122nd year of Ascendancy at 04:08 see stats
Arena Battler 50 (Nightmare (Adventure) difficulty)
Got to wave 50 in the arena.By Zubutta the Forsaken Demonologist level 31
79th Pyre 122nd year of Ascendancy at 02:16 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Zubutta the Forsaken Demonologist level 10
75th Pyre 122nd year of Ascendancy at 01:26 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Zubutta the Forsaken Demonologist level 20
76th Pyre 122nd year of Ascendancy at 16:23 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Zubutta the Forsaken Demonologist level 30
78th Pyre 122nd year of Ascendancy at 15:40 see stats
Master of Arena (Nightmare (Adventure) difficulty)
Became the new master of the arena in 60-wave mode.By Zubutta the Forsaken Demonologist level 36
1st Mirth 122nd year of Ascendancy at 05:47 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Zubutta the Forsaken Demonologist level 21
76th Pyre 122nd year of Ascendancy at 21:28 see stats
XXX the Destroyer (Nightmare (Adventure) difficulty)
Earned the rank of Destroyer in the arena.By Zubutta the Forsaken Demonologist level 31
79th Pyre 122nd year of Ascendancy at 02:15 see stats
Log
Today is the 3rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 4th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 5th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 6th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 7th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 8th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 9th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 10th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 11st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 12nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 13rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 14th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 15th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 16th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 17th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 18th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 19th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 20th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 21st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 22nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 23rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 24th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 25th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 26th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 27th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 28th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 29th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 30th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 31st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Zubutta is not silenced anymore.














































































































