Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: 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) Infinite500 v2.4: Revised high level play for ToME 1.2.3Version 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. Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. Ashes of Urh'Rok 1.2.4Official 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:
Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Items Vault 1.2.0Donators/Buyers bonus! 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): Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Swap Evasion/Track 1.2.5Moves evasion to technique/field-control and track to cunning/survival. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Infinite |
Mode | Nightmare Adventure |
Sex | Male |
Race | Gnome |
Class | Sun Paladin |
Level / Exp | 18 / 8% |
Size | medium |
Lifes / Deaths | Killed by Mirrolem at level 8 on the 1st Mirth 122nd year of Ascendancy at 23:56 0 / 6Killed by Emann the rattlesnake at level 14 on the 10th Mirth 122nd year of Ascendancy at 02:12 Killed by Emann the rattlesnake at level 15 on the 10th Mirth 122nd year of Ascendancy at 14:01 Killed by oozing horror at level 16 on the 2nd Summertide 122nd year of Ascendancy at 05:10 Killed by Adowe the rogue at level 16 on the 3rd Summertide 122nd year of Ascendancy at 18:15 Killed by skeleton warrior at level 18 on the 3rd Flare 122nd year of Ascendancy at 11:49 |
Primary Stats
Strength | 42 (base 28) |
Dexterity | 14 (base 10) |
Constitution | 35 (base 26) |
Magic | 49 (base 39) |
Willpower | 16 (base 10) |
Cunning | 16 (base 10) |
Resources
Life | -99/542 |
Mana | 218/232 |
Stamina | 181/212 |
Positive | 15/51 |
Healing Factor | 1 |
Regeneration | 6.6922739800088 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
ESP Range | 15 |
ESP Kinds | giant |
Offense: Mainhand
Damage | 47 |
Accuracy | 39 |
Crit Chance | 10% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 43.263889074841 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 17.6 |
Crit Chance | 3% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 36 (30%) |
Defense | 16.4 |
Ranged Defense | 22.2 |
Fatigue | 29 |
Physical Save | 48.382400046598 |
Spell Save | 37.473600069896 |
Mental Save | 25.6 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 26% |
Confusion Resistance | 20% |
Stun Resistance | 49% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 129.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 20. The surge of natural acids will remove one detrimental magical effect from you. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 125 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Technique / Magical combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Theoretical Adventuring | 1.00 |
| 0/1 |
| 1/1 |
| 1/1 |
| 0/1 |
Race / Practical Adventuring | 1.00 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shield of Light |
talent | Weapon of Light |
talent | Chant of Fortitude |
talent | Arcane Combat |
talent | Weapon of Wrath |
beneficial effect | The target is recovering 16 life each turn. Recovery |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You successfully escorted the injured seer to the recall portal on level 6 of Infinite Dungeon. Escort: injured seer (level 6 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by mucus ooze. Escort: injured seer (level 9 of Infinite Dungeon) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Infinite Dungeon. Escort: lost warrior (level 3 of Infinite Dungeon)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Infinite Dungeon. Escort: repented thief (level 2 of Infinite Dungeon)As a reward you improved talent Heightened Senses (+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 | [vs. Astral Blade (20-28 power, 5 apr) (In main hand)] traveler's pair of iron boots of tirelessness (0 def, 3 armour)traveler's pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +0(-4) Mag Maximum encumbrance: +20 Physical save: +5 Stamina each turn: +0.30 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | [vs. Astral Blade (20-28 power, 5 apr) (In main hand)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Changes stats: +0(-4) Mag 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. |
On head | [vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +0(-4) Mag / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | [vs. Astral Blade (20-28 power, 5 apr) (In main hand)] restful rough leather gloves of magic (+3) (0 def, 1 armour)restful rough leather gloves of magic (+3) (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Armour: +1 Changes stats: +3(-1) Mag Changes damage: +4% arcane Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | [vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Gnomish Pocket EncyclopediaGnomish Pocket Encyclopedia Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Changes stats: +0(-4) Mag Maximum life: +50.00 It can be used to read the book. Never leave home unprepared. This book holds a solution to every situation and eases survival. Once you have read everything it contains and don't need it anymore (you need to be at least level 30), you can use it to learn a new talent type of any kind you chose. |
On fingers | [vs. Astral Blade (20-28 power, 5 apr) (In main hand)] marksman's copper ring of light (+22%)marksman's copper ring of light (+22%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Accuracy: +6 Changes stats: +3 Dex / +0(-4) Mag Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
On fingers | [vs. Astral Blade (20-28 power, 5 apr) (In main hand)] warrior's steel ring of perseverancewarrior's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Armour: +6 Changes stats: +3 Str / +0(-4) Mag Stun/Freeze immunity: +23% Life regen: +1.40 Rings can have magical properties. |
Around neck | [vs. Astral Blade (20-28 power, 5 apr) (In main hand)] clarifying copper amulet of willpower (+2)clarifying copper amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Changes stats: +0(-4) Mag / +2 Wil Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
In main hand | [vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Astral Blade (20-28 power, 5 apr)Astral Blade (20-28 power, 5 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +20% (-) When wielded/worn: Changes stats: +4(-) Mag You could carefully tailor an enchantment along the lines of some sort of theme, or you could just fill it with raw magical power. This is the result of the latter. |
Around waist | [vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Belfast's Belt of Giantslaying Belfast's Belt of Giantslaying Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Armour: +4 Changes stats: +8 Str / +0(-4) Mag / +8 Con Change telepathy range by : +5 Grants telepathy: Giant Physical save: +12 Knockback immunity: +25% Dwarven legend Belfast reveled in slaying things much bigger than him, which got him the nickname Giantslayer. Historians love to point out the irony, how he eventually got killed by a giant white rat. His belt however remained unharmed. |
In off hand | [vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Wrathroot's Barkwood (9 def, 10 armour, 21.5 dam, 60 block)Wrathroot's Barkwood (9 def, 10 armour, 21.5 dam, 60 block) Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When used to attack (with talents): Base power: 21.5 - 30.1 Uses stat: 150% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes stats: +0(-4) Mag Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | [vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Strikestoker the cashmere cloak (2 def, 0 armour)Strikestoker the cashmere cloak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Defense: +2 Changes stats: +0(-4) Mag Changes resistances: +6% lightning Changes damage: +18% lightning / +6% arcane Physical save: +9 Mental save: +8 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Behemoth Hide (4 def, 6 armour)Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +8 Fatigue: +10% Changes stats: +2 Str / +0(-4) Mag / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] rogue's copper ring of sensingrogue's copper ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Defense: +4 Changes stats: +2 Cun / +0(-4) Mag Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings can have magical properties. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] warrior's steel ring of sensingwarrior's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Armour: +8 Changes stats: +4 Str / +0(-4) Mag Blindness immunity: +25% Infravision radius: +3 See stealth: +6 See invisible: +7 Rings can have magical properties. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Airnaught (20-24 power, 4 apr, fire element)Airnaught (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+0.0 - -4.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-1) Physical crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) When this weapon hits: Manathrust (10% chance level 2). On weapon hit: * 20% chance to cause random insanity (+20%) Damage Shield penetration (this weapon only): +0% (-20%) Burst (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +8.0% Changes stats: +0(-4) Mag Changes damage: +29% lightning / +20% cold / +20% arcane / +20% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Mana each turn: +0.24 Maximum mana: +48.00 Spellpower: +13 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] flaming iron waraxe of massacre (18-25.2 power, 2 apr)flaming iron waraxe of massacre (18-25.2 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2(-2.0 - -2.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-3) Physical crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) Burst (radius 1) on hit: +5 fire When wielded/worn: Changes stats: +0(-4) Mag One-handed war axes. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] regal linen cloak of Iron Throne (1 def, 0 armour)regal linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Defense: +1 Changes stats: +2 Str / +0(-4) Mag / +2 Wil / +2 Con Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Yviwen the cashmere cloak (4 def, 0 armour)Yviwen the cashmere cloak (4 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 Defense: +4 Ranged Defense: +2 Fatigue: -5% Changes stats: +0(-4) Mag Changes resistances: +3% temporal Physical save: +25 Silence immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] iron gauntlets (0 def, 1 armour)iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Armour: +1 Changes stats: +0(-4) Mag Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Helm of the Dwarven Emperors (0 def, 6 armour)Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4(-) Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 36.81 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Skin of Many (12 def, 6 armour)Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +0(-4) Mag / +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Healstreak (4 def, 9 armour)Healstreak (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +0(-4) Mag Changes resistances: +16% lightning Changes resistances penetration: +5% nature Changes damage: +3% nature / +9% acid A suit of armour made of metal plates. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] 3 opal3 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Changes stats: +2 Str / +2 Dex / +2(-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 Gems can be sold for money or used in arcane rituals. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Map to the BarrowdownsMap to the Barrowdowns 0.00 Encumbrance. [Unique] Type: misc / misc Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Changes stats: +0(-4) Mag It can be used to read the map. This map can be used to get to the Barrowdowns, where the thieves of your research-diaries hide. It might prove useful, if your career begins with another quest (archmages, chronomancers). It can be used only from inside the Trollmire. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] miner's iron pickaxe (dig speed 30 turns)miner's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Changes stats: +1 Str / +0(-4) Mag Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Changes stats: +0(-4) Mag When carried: This orb will automatically identify items you find. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Changes stats: +0(-4) Mag 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. |
[vs. Astral Blade (20-28 power, 5 apr) (In main hand)] ash totem of thorny skin 'Woewasp' [power 27] (20 cooldown)ash totem of thorny skin 'Woewasp' [power 27] (20 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 Armour Penetration: +0 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (100%) When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +0% (-20%) When wielded/worn: Changes stats: +1 Dex / +0(-4) Mag Changes resistances: +6% darkness Maximum wards: +2 blight / +1 fire / +2 cold Talent granted: +1 Ward It can be used to harden the skin for 6 turns increasing armour by 27 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Sunberry the Gnome Sun Paladin level 16
3rd Summertide 122nd year of Ascendancy at 21:29 see stats
By Sunberry the Gnome Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 17:06 see stats
Log
Sunberry receives 16 healing.
Armoured skeleton warrior misses Sunberry.
Armoured skeleton warrior uses Block.
Ghast misses Sunberry.
Poleramina the golem is not stunned anymore.
Sunberry hits Skeleton warrior for (7 absorbed), 0 light (0 total damage).
Skeleton warrior hits Sunberry for 51 physical damage.
Sunberry receives 6 healing from Shield of Light.
Sunberry casts Bathe in Light.
Talent Assault is ready to use.
Sunberry is freed from the rigor mortis.
Sunberry receives 16 healing.
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Armoured skeleton warrior uses Overpower.
Sunberry has been saved by a blast of positive energy!
Sunberry deactivates Second Life.
Sunberry resists the knockback!
Armoured skeleton warrior hits Sunberry for 0 physical, 6 lightning, 51 physical, 10 lightning, 54 physical, 10 lightning (132 total damage).
Sunberry hits Armoured skeleton warrior for 8 light, 8 light, 8 light (23 total damage).
Sunberry receives 65 healing.
Sunberry hits Ghast for 6 light damage.
Sunberry receives 65 healing from Second Life.
Ghast hits Sunberry for 15 physical damage.
Shield of Light hits Sunberry for 6 healing, 6 healing, 6 healing, 6 healing, 6 healing, 6 healing, 6 healing (0 total damage) [42 healing].
Sunberry is dazed!
Poleramina the golem casts Rune: Reconstruction.
Sunberry is not dazed anymore.
Saving game...