
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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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 Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Infinite500 v2.5f: Revised high level play for ToME 1.4.2Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Embers of Rage 1.4.4Official 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:
|
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Wyrmic |
| Level / Exp | 236 / 65% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 261.73742726163 (base 240) |
| Dexterity | 25 (base 12) |
| Constitution | 87.474854523251 (base 79) |
| Magic | 32.737427261625 (base 16) |
| Willpower | 242.47485452325 (base 214) |
| Cunning | 298.47485452325 (base 220) |
Resources
| Life | 20494/20494 |
| Equilibrium | 191 |
| Healing Factor | 1.1 |
| Regeneration | 510.26429762294 |
Speed
| Mental | +3.4545793628353% |
| Attack | +3.4545793628353% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 10 |
| See Invisible | 11.474854523251 |
Offense: Mainhand
| Damage | 595 |
| Accuracy | 109 |
| Crit Chance | 118% |
| APR | 32 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 162 |
| Accuracy | 141 |
| Crit Chance | 122% |
| APR | 70 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 86% |
| Speed | 1 |
Offense: Mind
| Mindpower | 125 |
| Crit Chance | 100% |
| Speed | 0.9666077675429 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 172.83631499983 (100%) |
| Defense | 27 |
| Ranged Defense | 32 |
| Fatigue | 32 |
| Physical Save | 63 |
| Spell Save | 76 |
| Mental Save | 80 |
Defense: Resistances
| All | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 84% |
| Confusion Resistance | 15% |
| Blind Resistance | 69% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 87% |
Inscriptions (4/6)
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 14 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 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2318 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 7 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 14% for 7 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Wild-gift / Sand drake aspect | 1.50 |
| 15/5 |
| 1/5 |
| 1/5 |
| 23/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 23/5 |
| 1/5 |
| 1/5 |
| 23/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 23/5 |
| 1/5 |
| 23/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.50 |
| 1/5 |
| 23/5 |
| 23/5 |
| 23/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 23/5 |
| 1/5 |
| 1/5 |
| 23/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 23/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 11/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Cursed aura | 1.20 |
| 9/5 |
| 13/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 7/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 18/5 |
| 23/5 |
| 20/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 7/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 23/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 0.80 |
| 20/5 |
| 20/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Icy Skin |
| talent | Wild Growth |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | A flow of life spins around the target, regenerating 463.63 life per turn. Regeneration |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 7.7)Penalty : Fear of Death: -9% resistance against damage from the undead. Power 1+: Power over Death: +17% damage against the undead. Power 2+: -1 Luck, +8 Strength, +8 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 8. Power 4+: Reprieve from Death: Humanoids you slay have a 47% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 7.7)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +15 Defense, +8 Ranged Defense Power 2+: -1 Luck, +14 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+54% chance to avoid traps). Power 4+: Unfortunate End: There is a 39% chance that the damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
| detrimental effect | All healing done to the target is instead redirected to Ivilemira the ritch larva by 381%. Healing Nexus |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+19% resist all). Shroud of Passing |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 10.7): 95%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +12 Physical Resistance, +9 Maximum Physical Resistance Power 2+: -1 Luck, +20 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 25 air and an additional 9 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 95%) of triggering a radius 18 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 4.7)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +19 Darkness Resistance, +12% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 19% 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 19% for 3 turns. |
Quests
You successfully escorted the lone alchemist to the recall portal on level 12 of Infinite Dungeon. Escort: lone alchemist (level 12 of Infinite Dungeon)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 16 of Infinite Dungeon. Escort: lone alchemist (level 16 of Infinite Dungeon)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Infinite Dungeon. Escort: lone alchemist (level 6 of Infinite Dungeon)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost tinker to the recall portal on level 10 of Infinite Dungeon. Escort: lost tinker (level 10 of Infinite Dungeon) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Infinite Dungeon. Escort: lost warrior (level 2 of Infinite Dungeon)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Infinite Dungeon. Escort: lost warrior (level 8 of Infinite Dungeon)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
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
| On feet | pair of rough leather boots of disengagement (Corpses) (0 def, 1 armour) pair of rough leather boots of disengagement (Corpses) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Dex Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
| Quiver | hateful quiver of ash arrows of the leech (Nightmares) (18/18, 21.5-30.1 power, 7 apr) hateful quiver of ash arrows of the leech (Nightmares) (18/18, 21.5-30.1 power, 7 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 30% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 18 On weapon hit: * Slows global speed by 11% * leeches stamina from the target Damage (Ranged): +13 darkness Damage against: +9% Living Curse of Nightmares Arrows are used with bows to pierce your foes to death. |
| Light source | piercing brass lantern (Corpses) piercing brass lantern (Corpses)Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Changes resistances penetration: +7% all Light radius: +4 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 | bladed iron helm of trickery (Nightmares) (0 def, 3 armour) bladed iron helm of trickery (Nightmares) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +3 Dex / +3 Cun Curse of Nightmares It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2078.5 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (Nightmares) (6 def, 8 armour) Spellhunt Remnants (Nightmares) (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Spell save: +15 (+4 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 Curse of Nightmares It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 225.00 arcane damage and stunned), costing 89 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | brutal voratun pickaxe (Corpses) (dig speed 12 turns) brutal voratun pickaxe (Corpses) (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+2 eff.) Changes stats: +3 Str Critical mult.: +20.00% When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring of misery (Nightmares) gold ring of misery (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 15 bleed Changes stats: +7 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| On fingers | marksman's copper ring of misery (Misfortune) marksman's copper ring of misery (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +3 Cun / +4 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| Around neck | mindweaver's steel amulet of murder (Corpses) mindweaver's steel amulet of murder (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Changes stats: +3 Wil Critical mult.: +14.00% Mental save: +8 (+1 eff.) Confusion immunity: +15% Mindpower: +9 (+2 eff.) Curse of Corpses Amulets can have magical properties. |
| In main hand | elemental dwarven-steel greatmaul of the mystic (Nightmares) (40.5-60.75 power, 2 apr) elemental dwarven-steel greatmaul of the mystic (Nightmares) (40.5-60.75 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes stats: +7 Mag / +7 Wil Changes resistances penetration: +19% acid / +19% fire / +19% lightning / +17% cold Spellpower: +16 (+2 eff.) Curse of Nightmares Massive two-handed mauls. |
| Around waist | noble's rough leather belt of the giants (Nightmares) noble's rough leather belt of the giants (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Reduced damage from: +21% Summoned Spell save: +7 (+2 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. |
| In off hand | Blazemonster (Misfortune) (17-18.7 power, 40 apr, mind damage) Blazemonster (Misfortune) (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. This mindstar absorbs psionic energy that needs to be projected. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 87% chance to corrode armour Damage (Melee): +8 physical When wielded/worn: Armour penetration: +4 Changes stats: +3 Str Changes resistances: +37% lightning / +19% fire / +9% blight / +21% cold Changes resistances penetration: +10% acid / +8% physical / +8% fire / +10% arcane / +10% cold Changes damage: +14% acid / +21% physical / +12% fire / +7% nature / +12% cold Talent masteries: +0.10 Psionic / Voracity +0.10 Psionic / Absorption Physical save: +10 (+3 eff.) Disease immunity: +25% Maximum stamina: +5.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +10% Curse of Misfortune 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. |
| Cloak | shadow linen cloak (Nightmares) (1 def, 0 armour) shadow linen cloak (Nightmares) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +12% darkness Changes resistances penetration: +8% darkness Changes damage: +9% darkness Stealth bonus: +9 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Samyziladas the stralite plate armour (Shrouds) (9 def, 26 armour) Samyziladas the stralite plate armour (Shrouds) (9 def, 26 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +26 Defense: +9 (+5 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +26% Changes stats: +2 Str / +1 Dex Changes resistances: +12% acid / +12% physical / +11% lightning / +12% nature / +11% cold / +9% mind / +10% fire Stun/Freeze immunity: +15% Curse of Shrouds A suit of armour made of metal plates. |
Inventory
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
This item will automatically be transmogrified when you leave the level. hateful steel greatmaul of crippling (Nightmares) (26-39 power, 2 apr)hateful steel greatmaul of crippling (Nightmares) (26-39 power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +16 darkness Damage against: +16% Living When wielded/worn: Physical crit. chance: +13.0% Curse of Nightmares Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. plaguebringer's steel greatmaul of shearing (Shrouds) (24.5-36.75 power, 2 apr)plaguebringer's steel greatmaul of shearing (Shrouds) (24.5-36.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 24.5 - 36.8 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 16% chance to disease Damage (Melee): +16 blight When wielded/worn: Armour penetration: +13 Changes resistances penetration: +13% physical Changes damage: +13% physical Disease immunity: +25% Curse of Shrouds Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. quick stralite greatsword (Madness) (47.5-76 power, 3 apr)quick stralite greatsword (Madness) (47.5-76 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 111% When wielded/worn: Accuracy: +17 (+3 eff.) Changes stats: +7 Dex Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick voratun greatsword of projection (Shrouds) (61-97.6 power, 4 apr)quick voratun greatsword of projection (Shrouds) (61-97.6 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 111% Damage (Melee): +26 mind When wielded/worn: Accuracy: +17 (+3 eff.) Changes stats: +10 Dex Curse of Shrouds It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty yew longbow of nature (Misfortune)mighty yew longbow of nature (Misfortune) Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +20 nature When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Str Changes resistances: +5% all Changes resistances penetration: +11% nature Curse of Misfortune Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. thunderous steel mace of torment (Madness) (15-21 power, 3 apr)thunderous steel mace of torment (Madness) (15-21 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 14% chance to daze * 20% chance to torment the target When wielded/worn: Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances penetration: +9% lightning / +9% mind / +8% darkness Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. ethereal yew starstaff (Shrouds) (20-24 power, 4 apr, physical element)ethereal yew starstaff (Shrouds) (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +19 (+10 eff.) Damage (Melee): 7 % chance of confusion Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +3% Damage Shield penetration: +25% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Malediction (Nightmares) (55-66 power, 15 apr) Malediction (Nightmares) (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Life regen: -0.30 Curse of Nightmares The land withers and crumbles wherever this cursed axe rests. |
This item will automatically be transmogrified when you leave the level. Blastmaim (Corpses) (3 def, 0 armour)Blastmaim (Corpses) (3 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Damage when hit (Melee): 8 arcane Changes resistances: +12% lightning / +39% cold / +27% light / +6% darkness Changes resistances penetration: +17% mind Changes damage: +18% cold / +18% light / +17% mind Disease immunity: +15% Disarm immunity: +25% Knockback immunity: +15% Mana each turn: +0.12 Psi each turn: +0.86 Maximum psi: +31.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +8% Mindpower: +9 (+2 eff.) Mental crit. chance: +5% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robes of Deflection (Corpses) (0 def, 7 armour) Robes of Deflection (Corpses) (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Spellpower: +4 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). Curse of Corpses This set of robes seems to shine with metallic colors. |
This item will automatically be transmogrified when you leave the level. stormwoven elven-silk robe of life (Shrouds) (5 def, 0 armour)stormwoven elven-silk robe of life (Shrouds) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +7 Str / +8 Mag / +8 Wil Changes resistances: +15% lightning / +13% cold / +20% blight Changes damage: +20% lightning / +15% physical / +17% cold Life regen: +4.20 Maximum life: +89.00 Healing mod.: +25% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bindings of Eternal Night (Madness) (12 def, 12 armour) Bindings of Eternal Night (Madness) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Madness Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's quiver of yew arrows of crippling (Nightmares) (20/20, 33.5-46.9 power, 10 apr)plaguebringer's quiver of yew arrows of crippling (Nightmares) (20/20, 33.5-46.9 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 30% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +11.0% Capacity: 20 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 14% chance to disease On weapon crit: * cripple the target Damage (Ranged): +14 blight Curse of Nightmares Arrows are used with bows to pierce your foes to death. |
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. |
61 alchemist agate (Misfortune) 61 alchemist agate (Misfortune)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Misfortune Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 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. |
10 opal 10 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. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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. |
Skull of the Rat Lich (Shrouds) Skull of the Rat Lich (Shrouds)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+1 eff.) Spell crit. chance: +4% Curse of Shrouds It can be used to raise one or two undead rats to fight beside you, costing 63 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
15 amethyst 15 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. |
ametrine 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. |
citrine 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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Koish the Ogre Wyrmic level 186
5th Flare 122nd year of Ascendancy at 13:08 see stats
Exterminator
Killed 1000 creatures.By Koish the Ogre Wyrmic level 214
3rd Dusk 122nd year of Ascendancy at 08:09 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Koish the Ogre Wyrmic level 179
4th Flare 122nd year of Ascendancy at 13:47 see stats
Level 10
Got a character to level 10.By Koish the Ogre Wyrmic level 10
74th Pyre 122nd year of Ascendancy at 11:01 see stats
Level 20
Got a character to level 20.By Koish the Ogre Wyrmic level 20
74th Pyre 122nd year of Ascendancy at 11:34 see stats
Level 30
Got a character to level 30.By Koish the Ogre Wyrmic level 30
74th Pyre 122nd year of Ascendancy at 14:35 see stats
Level 40
Got a character to level 40.By Koish the Ogre Wyrmic level 40
74th Pyre 122nd year of Ascendancy at 20:36 see stats
Level 50
Got a character to level 50.By Koish the Ogre Wyrmic level 50
75th Pyre 122nd year of Ascendancy at 02:29 see stats
Overpowered!
Did over 6000 damage in one attack.By Koish the Ogre Wyrmic level 235
8th Dusk 122nd year of Ascendancy at 20:25 see stats
Size is everything
Did over 1500 damage in one attack.By Koish the Ogre Wyrmic level 130
4th Mirth 122nd year of Ascendancy at 14:44 see stats
Size matters
Did over 600 damage in one attack.By Koish the Ogre Wyrmic level 76
76th Pyre 122nd year of Ascendancy at 20:17 see stats
The Rat Lich
Killed the terrible Rat Lich.By Koish the Ogre Wyrmic level 130
4th Mirth 122nd year of Ascendancy at 14:51 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Koish the Ogre Wyrmic level 166
1st Flare 122nd year of Ascendancy at 04:09 see stats
The bigger the better!
Did over 3000 damage in one attack.By Koish the Ogre Wyrmic level 174
2nd Flare 122nd year of Ascendancy at 20:39 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Koish the Ogre Wyrmic level 173
2nd Flare 122nd year of Ascendancy at 20:31 see stats
Log
Your summoned terror disappears.
Your summoned terror disappears.
Talent Lightning Breath is ready to use.
Talent Infusion: Regeneration is ready to use.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Koish stops regenerating health quickly.
Koish no longer feels strong.
Koish uses Infusion: Regeneration.
Koish starts regenerating health quickly.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Talent Burrow is ready to use.
Koish rearms.
Koish's armour is more intact.
Koish deactivates Wild Growth.
Koish deactivates Icy Skin.
Koish stops regenerating health quickly.
