Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Crossbows 1.0.3This addon adds crossbows! Crossbows are simple weapons that anyone strong enough to carry them can use. The crossbows use bolts, and although they fire slower than bows, and dont scale nearly as much with stats, in addition to not having related skills, they pack quite the big punch, and have a large chance of critting. However, they also have a very limited ammo capacity, making them unsuited for sustained use. Adventurous Arcane Combat 1.3.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Generalist Class Pack 1.2.5Adds generalist classes, which gain all talent trees within a meta-class. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Damned Class 1.2.5Adds a new afflicted class. Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Infinite Alchemy 1.2.5Adds an alchemy table to the Infinite Dungeon, that appears with roughly a 50% chance at each floor. Here you are allowed to brew potions (similar to those achievable from the alchemical brotherhood) and transmute items into artifacts (rewards and costs are somewhat similar to the quest-mechant from Last Hope, though there is a price-scale). Depending on what you pay for, transmuted items keep their item tier (option: lesser) get a bonus of one (option: greater) or two (option: superior) item tiers. When transmuting tier 5 (option: greater) or tier 4 and higher (option: superior) items, these become extraordinarily powerful. Version 1.1 Brewing potions additionally consumes gold now (starts at 0, +125 / created potion) Haunted class 1.1.5Haunted: an unarmed hate-based warrior Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! Adventurer Plus Addon 1.1.4Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Deceiver class 1.3.1New release! Now in a playable state! New trees: Additional skills: Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Subrace Pack 1.3.1Adds in some random subraces. Power levels may vary. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Infinite |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Homosuperior |
| Class | Afflicted |
| Level / Exp | 18 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by Beturiabeth the wolf at level 9 on the 75th Pyre 122nd year of Ascendancy at 21:37 0 / 6Killed by Beturiabeth the wolf at level 9 on the 75th Pyre 122nd year of Ascendancy at 21:45 Killed by Xata the losgoroth at level 11 on the 76th Pyre 122nd year of Ascendancy at 08:17 Killed by armoured skeleton warrior at level 16 on the 79th Pyre 122nd year of Ascendancy at 03:00 Killed by skeleton mage at level 16 on the 79th Pyre 122nd year of Ascendancy at 03:28 Killed by Veloldatha the geomancer at level 18 on the 1st Mirth 122nd year of Ascendancy at 20:56 |
Primary Stats
| Strength | 61 (base 40) |
| Dexterity | 22 (base 12) |
| Constitution | 16 (base 10) |
| Magic | 20 (base 10) |
| Willpower | 62 (base 38) |
| Cunning | 42 (base 32) |
Resources
| Life | -17/611 |
| Hate | 94/100 |
| Healing Factor | 0.89664140211712 |
| Regeneration | 1.7932828042342 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +313% |
| Spell | 0% |
| Global | +140% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 47 |
| Crit Chance | 18% |
| APR | 2 |
| Speed | 0.67 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 47 |
| Crit Chance | 16% |
| APR | 10 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40.066666666667 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| All | +11% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 0 |
| Ranged Defense | 3 |
| Fatigue | 7 |
| Physical Save | 34.125 |
| Spell Save | 25.75 |
| Mental Save | 38.85 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Confusion Resistance | 100% |
| Fear Resistance | 57% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 57% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 175 damage for 25 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 133 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cursed / Darkness | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 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 14 air and an additional 6 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. |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | Huge cut that bleeds, doing 24.08 physical damage per turn. Bleeding |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +37% physical damage, +18 physical save, +18 mental save, 46/46 damage shrugged off this turn) Rampaging |
| beneficial effect | Stalking Veloldatha the geomancer. Bonus level 3: +23 attack, +26% melee damage, +1.50 hate/turn prey was hit. Stalking 634/1031 +3 |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 11%. Strength and Willpower are increased by 11. Poisons and diseases have a 24% chance of being neutralized each turn. Cursed Form |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -1 Luck, +5 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
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
| Quiver | Brodyyon (18/18, 14-19.6 power, 5 apr) Brodyyon (18/18, 14-19.6 power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 18 Damage (Ranged): +12 blight / +7 temporal / +7 nature / +11 fire Burst (radius 1) on hit: +12 blight / +12 physical Burst (radius 2) on crit: +6 fire Arrows are used with bows to pierce your foes to death. |
| On hands | naturalist's rough leather gloves of strength (+2) (Misfortune) (0 def, 1 armour) naturalist's rough leather gloves of strength (+2) (Misfortune) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 5 nature Changes stats: +2 Str Changes resistances: +5% nature Changes damage: +4% nature Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm totem of cure ailments [power 1] (10 cooldown) elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
| Around waist | blurring rough leather belt (Nightmares) blurring rough leather belt (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+0 eff.) Stealth bonus: +6 Curse of Nightmares A belt that goes around your waist. |
| Main armor | prismatic cured leather armour of fire resistance (Corpses) (2 def, 4 armour) prismatic cured leather armour of fire resistance (Corpses) (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +18% fire / +12% light / +11% darkness Curse of Corpses A suit of armour made of leather. |
| Light source | 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. |
| In off hand | iron ritual blade 'Lisilaith' (Madness) (9.5-12.35 power, 10 apr) iron ritual blade 'Lisilaith' (Madness) (9.5-12.35 power, 10 apr)Requires: - Magic 10 - Dexterity 10 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +2.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage conversion: 11% mind When wielded/worn: Damage when hit (Melee): 4 arcane / 8 acid Changes resistances: +5% arcane / +6% acid Changes damage: +10% mind / +12% acid Spell crit. chance: +2% Curse of Madness Sharp, short and deadly. |
| Cloak | elven-silk cloak of Iron Throne (Misfortune) (3 def, 0 armour) elven-silk cloak of Iron Throne (Misfortune) (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 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. |
| In main hand | Mondur the iron rapier (Madness) (12-15.6 power, 2 apr) Mondur the iron rapier (Madness) (12-15.6 power, 2 apr)Requires: - Dexterity 10 - Strength 10 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 1 Base power: 12.0 - 15.6 Uses stats: 40% Cun, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 6% chance to disease Damage (Melee): +6 blight Burst (radius 1) on hit: +6 fire When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes resistances: +6% temporal Changes resistances penetration: +15% temporal Changes damage: +3% acid / +3% temporal Disease immunity: +11% Curse of Madness A light sword. |
Inventory
This item will automatically be transmogrified when you leave the level. cleansing copper amulet of dexterity (+2)cleansing copper amulet of dexterity (+2) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% nature / +11% blight Poison immunity: +22% Disease immunity: +22% Amulets can have magical properties. |
elm greatclub (Misfortune) (17-25.5 power, 1 apr) elm greatclub (Misfortune) (17-25.5 power, 1 apr)Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatclub ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Curse of Misfortune Massive two-handed clubs. |
iron greatspear (Corpses) (16.5-26.4 power, 4 apr) iron greatspear (Corpses) (16.5-26.4 power, 4 apr)Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatspear ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 83% Thrust Range: 2 Curse of Corpses A heavy spear. |
This item will automatically be transmogrified when you leave the level. iron greatspear (Shrouds) (17.5-28 power, 4 apr)iron greatspear (Shrouds) (17.5-28 power, 4 apr) Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatspear ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 83% Thrust Range: 2 Curse of Shrouds A heavy spear. |
This item will automatically be transmogrified when you leave the level. iron greatsword (Nightmares) (16.5-26.4 power, 1 apr)iron greatsword (Nightmares) (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 stat: 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% Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. iron longsword of massacre (Corpses) (16.5-23.1 power, 2 apr)iron longsword of massacre (Corpses) (16.5-23.1 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron mace (Nightmares) (12-16.8 power, 2 apr)iron mace (Nightmares) (12-16.8 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Curse of Nightmares Blunt and deadly. |
mossy mindstar (Corpses) (3-3.3 power, 12 apr, nature damage) mossy mindstar (Corpses) (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Corpses 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 (Shrouds) (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (Shrouds) (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Shrouds 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. |
iron spear (Corpses) (10-14 power, 4 apr) iron spear (Corpses) (10-14 power, 4 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / spear ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 83% Thrust Range: 2 Curse of Corpses A spear. |
This item will automatically be transmogrified when you leave the level. Strikepiercer (Madness) (15-18 power, 3 apr, physical damage)Strikepiercer (Madness) (15-18 power, 3 apr, physical damage) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +12 lightning When wielded/worn: Physical crit. chance: +7.0% Defense: +13 (+0 eff.) Effects on melee hit: * 15% chance to daze Damage (Melee): 6 % chance of confusion Changes stats: +1 Str / +2 Dex Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Reduces incoming crit damage: 5.00% Spellpower: +10 (+5 eff.) Spell crit. chance: +2% See invisible: +6 Damage Shield penetration: +23% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm magestaff of hiking (Madness) (10-12 power, 2 apr, physical damage)elm magestaff of hiking (Madness) (10-12 power, 2 apr, physical damage) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Maximum encumbrance: +10 Maximum stamina: +11.00 Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Movement speed: +11% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm starstaff of illumination (Shrouds) (10-12 power, 2 apr, physical damage)elm starstaff of illumination (Shrouds) (10-12 power, 2 apr, physical damage) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+0 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Light radius: +3 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 58.40 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. rough leather whip (Misfortune) (8.5-9.35 power, 0 apr)rough leather whip (Misfortune) (8.5-9.35 power, 0 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 8.5 - 9.4 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +0 Physical crit. chance: +3.0% Attack speed: 125% Curse of Misfortune A long, leather whip. |
This item will automatically be transmogrified when you leave the level. insulating rough leather belt (Misfortune)insulating rough leather belt (Misfortune) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% cold / +6% fire Curse of Misfortune A belt that goes around your waist. |
linen robe (Corpses) (2 def, 0 armour) linen robe (Corpses) (2 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven linen robe of lightning (+18%) (Corpses) (2 def, 0 armour)spellwoven linen robe of lightning (+18%) (Corpses) (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +18% lightning Changes damage: +12% lightning Spell save: +16 (+8 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. rough leather gloves (Shrouds) (0 def, 1 armour)rough leather gloves (Shrouds) (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. iron helm of strength (+3) (Misfortune) (0 def, 3 armour)iron helm of strength (+3) (Misfortune) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Curse of Misfortune 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. steel mail armour of resilience (Misfortune) (2 def, 6 armour)steel mail armour of resilience (Misfortune) (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Maximum life: +22.00 Curse of Misfortune A suit of armour made of mail. |
spiked rough leather armour (Nightmares) (1 def, 2 armour) spiked rough leather armour (Nightmares) (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Curse of Nightmares A suit of armour made of leather. |
agate 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
iron pickaxe 'Blindream' (dig speed 37 turns) iron pickaxe 'Blindream' (dig speed 37 turns)Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Mag Changes resistances: +11% nature Changes damage: +6% nature / +6% darkness Reduces incoming crit damage: 5.00% Maximum mana: +23.00 Spell crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
This item will automatically be transmogrified when you leave the level. ash totem of thorny skin [power 25] (20 cooldown)ash totem of thorny skin [power 25] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
2 citrine 2 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. |
zircon 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
Level 10 (Insane (Adventure) difficulty) (Uniques)
Got a character to level 10.By dj the Homosuperior Afflicted level 10
75th Pyre 122nd year of Ascendancy at 23:30 see stats
Log
Bleeding from Veloldatha the geomancer hits dj for 0 physical damage.
Veloldatha the geomancer uses Evasion.
Veloldatha the geomancer tries to evade attacks.
dj performs a melee critical strike against Veloldatha the geomancer!
Your rampage is invigorated by your fierce attack! (+1 duration)
Veloldatha the geomancer overcomes the dismay
dj hits Veloldatha the geomancer for (19 blocked), 0 physical, 7 blight, , 6 nature, , 4 fire, 1 mind, (5 blocked), 0 physical, 6 nature, (23 total damage).
Veloldatha the geomancer casts Strike.
Your hatred grows even as your life fades! (+4 hate)
Dj resists the punch!
Veloldatha the geomancer's Strike hits dj for 50 physical damage.
dj hits Veloldatha the geomancer for 17 physical, 7 blight, , 6 nature, , 4 fire, 1 mind, 10 physical, 6 nature, (50 total damage).
Your hatred grows even as your life fades! (+4 hate)
Dj has shrugged off 46 damage and is ready for more.
Dj stops regenerating health quickly.
Veloldatha the geomancer moves reluctantly!
Bleeding from Veloldatha the geomancer hits dj for 36 physical damage.
Veloldatha the geomancer evades dj.
dj hits Veloldatha the geomancer for 1 mind, 10 physical, 6 nature, (16 total damage).
dj hits Veloldatha the geomancer for 21 physical, 7 blight, , 6 nature, , 4 fire, 1 mind, 8 physical, 6 nature, (52 total damage).
Veloldatha the geomancer casts Earthen Missiles.
Your hatred grows even as your life fades! (+4 hate)
Veloldatha the geomancer's Earthen Missiles hits dj for 59 physical, 10 physical (69 total damage).
Veloldatha the geomancer's Earthen Missiles hits dj for 14 physical, 10 physical (23 total damage).
Your hatred grows even as your life fades! (+4 hate)
Saving game...
