










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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 Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Vampire |
Class | Marauder |
Level / Exp | 39 / 37% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 70 (base 60) |
Dexterity | 68 (base 60) |
Constitution | 64 (base 60) |
Magic | 41 (base 33) |
Willpower | 41 (base 22) |
Cunning | 76 (base 60) |
Resources
Life | 1735/1755 |
Mana | 1213/1213 |
Stamina | 1062/1062 |
Soul | 10/10 |
Healing Factor | 1.6461538461539 |
Regeneration | 79.233494535649 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -8 |
Infravision | 10 |
See Stealth | 73.597776962416 |
See Invisible | 113.59777696242 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 122 |
Accuracy | 92 |
Crit Chance | 121% |
APR | 150 |
Speed | 1.11 |
Offense: Offhand
Damage | 99 |
Accuracy | 92 |
Crit Chance | 121% |
APR | 150 |
Speed | 1.11 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 36% |
Speed | 1 |
Cooldown Reduction | 900 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Blight | +12% |
Physical | -10% |
Mind | +7% |
Lightning | +6% |
Light | +6% |
Temporal | +10% |
Arcane | +15% |
Darkness | +3% |
Nature | +12% |
Offense: Damage Penetration
Blight | +9% |
Physical | +14% |
Cold | +37% |
Lightning | +30% |
Temporal | +9% |
Darkness | +37% |
Arcane | +5% |
Fire | +10% |
Nature | +19% |
Defense: Base
Armour (hardiness) | 31 (92%) |
Defense | 59 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 129 |
Mental Save | 36 |
Defense: Resistances
Acid | + 95%( 95%) |
Blight | + 95%( 95%) |
Physical | + 95%( 95%) |
Cold | + 95%( 95%) |
All | +106%( 95%) |
Darkness | + 95%( 95%) |
Light | + 95%( 95%) |
Temporal | + 95%( 95%) |
Lightning | + 95%( 95%) |
Fire | + 95%( 95%) |
Nature | + 95%( 95%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 21% |
Silence Resistance | 32% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 25% |
Inscriptions (3/10)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: -144 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -112 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -120 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 260 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 6.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 3.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 3.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 5.22 |
| 9/5 |
| 9/5 |
| 9/5 |
| 1/5 |
Spell / Grave | 4.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 3.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrotic minions | 3.32 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Battle tactics | 11.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cunning / Poisons | 8.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Throwing knives | 3.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 3.00 |
| 8/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Vampire | 10.00 |
| 8/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Thuggery | 12.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 4.00 |
| 9/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Technique / Mobility | 7.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 2.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Trained Reactions |
talent | Leeching Poison |
talent | Daunting Presence |
talent | Apply Poison |
talent | Precise Strikes |
talent | Necrotic Aura |
talent | Exploit Weakness |
talent | Numbing Poison |
talent | Will o' the Wisp |
beneficial effect | Countering melee attacks: Has a 84% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Changes resistances: +2% physical Changes resistances penetration: +5% lightning Changes damage: +6% lightning Silence immunity: +32% Confusion immunity: +31% Stun/Freeze immunity: +34% Life regen: +1.00 Stamina each turn: +0.90 Maximum stamina: +21.00 Spellpower: +5 (+2 eff.) Movement speed: +20% A pair of boots made of leather. |
Light source | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight / 12 temporal Changes stats: +4 Cun / +3 Wil Changes resistances: +9% blight Changes resistances penetration: +5% blight / +5% temporal Changes damage: +7% mind / +3% blight Light radius: -8 Infravision radius: +5 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 | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 20 darkness / 16 fire Changes stats: +4 Cun / +4 Wil Changes resistances: +11% fire / +11% cold / +12% darkness / +6% all Changes resistances penetration: +10% fire Changes damage: +3% darkness Allows you to breathe in: water Physical save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +8 (+2 eff.) Armour: +1 Changes stats: +3 Str / +2 Wil Changes resistances penetration: +5% arcane Changes damage: +6% blight / +15% arcane Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +25% Mana each turn: +0.16 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +10% temporal Changes damage: +10% temporal Spell save: +4 (+1 eff.) Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +21% Infravision radius: +4 See stealth: +6 See invisible: +6 Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% lightning / +12% nature Changes resistances penetration: +10% nature Changes damage: +12% nature / +6% light Talent masteries: +0.22 Spell / Necrotic minions +0.22 Technique / Bloodthirst Stun/Freeze immunity: +28% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 1 Base power: 14.5 - 18.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +14 insidious poison Burst (radius 2) on crit: +8 physical When wielded/worn: Armour: +2 Changes stats: +1 Wil Grants telepathy: Dragon Physical save: +10 (+3 eff.) Infravision radius: +1 Sharp, short and deadly. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() Requires: - Dexterity 11 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning / +10 insidious poison When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +3% physical Changes resistances penetration: +10% physical Changes damage: +3% blight Spellpower: +6 (+2 eff.) Sharp, short and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes stats: +4 Cun / +4 Dex Changes resistances: +15% lightning Changes resistances penetration: +25% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +8% acid / +7% cold Allows you to breathe in: water A suit of armour made of leather. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -80 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 14% chance to disease * Random elemental explosion Damage (Melee): +16 blight / +4 lightning Burst (radius 2) on crit: +4 light When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +12% lightning Changes resistances penetration: +14% acid / +15% light / +14% fire / +13% cold / +26% lightning Changes damage: +3% light Disease immunity: +21% Massive two-handed battleaxes. |
![]() Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 1 Base power: 14.5 - 18.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +6 Damage when hit (Melee): 8 temporal Changes stats: +4 Str / +2 Wil / +2 Con Changes resistances penetration: +5% physical Infravision radius: +2 Sharp, short and deadly. |
![]() Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 7 power out of 10/10) : Effective talent level: 6.0 Power cost: 7 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 157.31 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 4% chance to disease Damage (Melee): +4 blight When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +4 (+1 eff.) Disarm immunity: +17% Sharp, short and deadly. |
![]() Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 13.5 - 17.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +5% Living Sharp, short and deadly. |
![]() Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +13.0% Physical power: +7 (+1 eff.) Fatigue: -2% Changes stats: +1 Con Changes resistances: +3% fire Changes damage: +10% physical Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 lightning / 8 darkness Changes resistances: +9% lightning Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +14% It can be used to unleash an elemental blastwave, dealing 35.73 to 42.88 physical damage in a radius 2 around the user, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 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 77.69 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 lightning When wielded/worn: Physical crit. chance: +24.0% Defense: +9 (+2 eff.) Effects on melee hit: * 17% chance to blind * 30% chance to daze at end of turn Changes stats: +1 Dex / +8 Mag / +2 Wil / +8 Cun / +7 Con Changes resistances: +6% lightning Changes resistances penetration: +20% lightning / +12% blight Changes damage: +25% blight / +6% lightning Talent granted: +1 Command Staff Critical mult.: +54.00% Vim when firing critical spell: +7.00 Maximum vim: +42.00 Maximum neg.energy: +35.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 57.69 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 8% chance to corrode armour by 30% Burst (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Damage when hit (Melee): 8 blight Changes resistances: +9% fire Changes resistances penetration: +6% acid / +6% physical Life regen: +0.50 One-handed war axes. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Changes resistances: +6% acid / +11% fire / +15% light Stealth bonus: +6 Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Stun/Freeze immunity: +15% Only die when reaching: -50.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +2% Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +5% physical Physical save: +12 (+4 eff.) Movement speed: +20% It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 20 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +23 (+5 eff.) Armour: +3 Damage (Melee): 5 lightning Changes stats: +9 Str / +8 Dex / +2 Wil / +4 Cun / +3 Con Changes resistances: +8% lightning / +9% fire / +6% acid Changes damage: +8% lightning Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+5 eff.) Disarm immunity: +36% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +3 Wil Changes resistances: +10% blight Changes damage: +6% acid / +5% lightning / +6% mind / +10% blight / +4% fire / +5% arcane / +5% cold Grants telepathy: Humanoid/Orc Hate when firing a critical mind attack: +2.00 A pointy cloth hat, very wizardly... |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +3 Defense: +4 (+1 eff.) Fatigue: +3% Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances: +8% nature / +7% blight A cap made of leather. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 13 physical Changes stats: +6 Str / +2 Dex Changes resistances: +13% darkness / +8% physical Changes resistances penetration: +5% acid Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Life regen: +2.00 Maximum life: +53.00 Light radius: +4 Healing mod.: +14% It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 7 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Defense: +9 (+2 eff.) Fatigue: +20% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +2 Cun Changes resistances: +17% cold / +3% nature / +3% light Changes resistances penetration: +25% light Changes damage: +3% light Mental save: +13 (+6 eff.) Maximum life: +27.00 Light radius: +1 A suit of armour made of metal plates. |
![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Str / +2 Con Changes resistances: +22% lightning / +6% physical / +3% darkness / +6% cold / +6% fire / +6% acid Changes resistances penetration: +10% blight Changes damage: +3% darkness / +6% blight Talent cooldown: Rush (-5 turns) Disarm immunity: +21% Stun/Freeze immunity: +22% Knockback immunity: +22% A suit of armour made of metal plates. |
![]() Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +2 (+1 eff.) Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +1 Dex Changes resistances: +17% cold / +6% darkness / +6% light Talent granted: +1 Block Knockback immunity: +15% Maximum life: +45.00 Handheld deflection devices. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 162 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
By MyExGF the Vampire Marauder level 10
2nd Mirth 122nd year of Ascendancy at 00:11 see stats
By MyExGF the Vampire Marauder level 20
7th Mirth 122nd year of Ascendancy at 14:09 see stats
By MyExGF the Vampire Marauder level 30
4th Flare 122nd year of Ascendancy at 23:15 see stats
By MyExGF the Vampire Marauder level 22
4th Flare 122nd year of Ascendancy at 06:09 see stats
By MyExGF the Vampire Marauder level 39
7th Flare 122nd year of Ascendancy at 19:03 see stats
Log
Today is the 8th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Ran for 4 turns (stop reason: didn't move).
MyExGF deactivates Trained Reactions.
MyExGF activates Trained Reactions.
MyExGF deactivates Leeching Poison.
MyExGF activates Leeching Poison.
MyExGF deactivates Daunting Presence.
MyExGF activates Daunting Presence.
MyExGF deactivates Apply Poison.
MyExGF activates Apply Poison.
MyExGF deactivates Precise Strikes.
MyExGF activates Precise Strikes.
MyExGF deactivates Necrotic Aura.
MyExGF activates Necrotic Aura.
MyExGF deactivates Exploit Weakness.
MyExGF activates Exploit Weakness.
MyExGF deactivates Will o' the Wisp.
MyExGF activates Will o' the Wisp.
MyExGF deactivates Numbing Poison.
MyExGF activates Numbing Poison.
MyExGF deactivates Apply Poison.
MyExGF deactivates Exploit Weakness.
MyExGF deactivates Daunting Presence.
MyExGF deactivates Trained Reactions.
MyExGF deactivates Necrotic Aura.
MyExGF deactivates Will o' the Wisp.
MyExGF deactivates Precise Strikes.
MyExGF deactivates Leeching Poison.
MyExGF deactivates Numbing Poison.