Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.4 |
| Addons | Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. More Tales 1.1.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. 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. Kestin Highfin's Vault 1.0.0A five floor dungeon in the Far East, filled with undead, demons, and treasure beyond imagination. These are the vaults of fabled explorer Kestin Highfin, and hidden in their depths are artifacts not seen by the eyes of the living in many years. Dare you brave the depths in search of these treasures? There may be some ahead of you, already searching themselves... Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.2.3In 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: Marson's UI Modifications 1.2.4v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: The lost city of Vulcus 1.2 1.2.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Fallen |
| Class | Arcane Blade |
| Level / Exp | 19 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by Aban at level 19 on the 53rd Pyre 123rd year of Ascendancy at 00:13 / 1 |
Primary Stats
| Strength | 21 (base 15) |
| Dexterity | 12 (base 10) |
| Constitution | 35 (base 26) |
| Magic | 43 (base 37) |
| Willpower | 35 (base 22) |
| Cunning | 20 (base 13) |
Resources
| Mana | 181/190 |
| Equilibrium | 0 |
| Life | -258/522 |
| Positive | 104/104 |
| Stamina | 216/216 |
| Paradox | 0 |
| Healing Factor | 1 |
| Regeneration | 3.15 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 27 |
| Crit Chance | 8% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 25.55 |
| Ranged Defense | 29.347428074536 |
| Fatigue | 10 |
| Physical Save | 25.825 |
| Spell Save | 30.675 |
| Mental Save | 23.65 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 25% |
| Poison Resistance | 33% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 4 for 9 turns. While Heroism is active, you will only die when reaching -346 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 861% over 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Stone | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Fallen | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thunderstorm |
| talent | Shielding |
| talent | Arcane Shield |
| talent | Feather Wind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 18 life each turn. Recovery |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
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 failed to protect the injured seer from death by Aban. Escort: injured seer (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)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 Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 have explored the Old Forest and vanquished Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed hummerhorn wing. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within15 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | 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. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +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. |
| Tool | Scorpionspike [power 101] (29 cooldown) Scorpionspike [power 101] (29 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast Critical mult.: +5.00% Spellpower: +6 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 101 for 7 turns, placing all other charms into a 29 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Galirandil the steel ring Galirandil the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +2 Changes stats: +2 Dex / +4 Con Changes resistances: +7% nature / +5% blight Physical save: +8 Poison immunity: +13% Disease immunity: +10% Stun/Freeze immunity: +26% Life regen: +0.80 Rings can have magical properties. |
| On fingers | Brenodraldil the steel ring Brenodraldil the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Armour penetration: +7 Defense: +7 Damage when hit (Melee): 8 arcane Changes resistances: +88% cold Changes resistances penetration: +5% blight / +5% arcane Changes damage: +22% cold Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused 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 main hand | Yaryromista the Lightraptor (15-18 power, 3 apr, physical element) Yaryromista the Lightraptor (15-18 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +8 light When wielded/worn: Defense: +11 Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 8 light Changes stats: +1 Wil / +1 Mag Changes damage: +15% physical Talent granted: +1 Command Staff Mana each turn: +0.13 Maximum mana: +57.00 Spellpower: +14 Spell crit. chance: +2% Damage Shield penetration: +10% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 These gloves are coated with a thick, green liquid. |
| Main armor | Galepython (0 def, 0 armour) Galepython (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% lightning / +10% darkness / +7% light / +14% blight / +7% fire / +16% nature / +8% cold Changes resistances penetration: +5% lightning Changes damage: +11% nature Physical save: +11 Spell save: +21 Mental save: +10 Life regen: +2.10 Maximum life: +52.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | 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 When wielded/worn: Defense: +1 Changes stats: +2 Str / +2 Wil / +2 Con Mental save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Grinuldil the steel amulet Grinuldil the steel amuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 Defense: +7 Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +6 Lck Changes resistances: +13% lightning / +14% temporal Changes resistances penetration: +15% mind Pinning immunity: +25% Stun/Freeze immunity: +29% Knockback immunity: +25% Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. flaming steel battleaxe of paradox (20-30 power, 2 apr)flaming steel battleaxe of paradox (20-30 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 temporal Burst (radius 1) on hit: +7 fire When wielded/worn: Damage when hit (Melee): 10 temporal Changes resistances: +10% temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. thought-forged steel battleaxe of the leech (21-31.5 power, 2 apr)thought-forged steel battleaxe of the leech (21-31.5 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to cause random insanity * Slows global speed by 7% * leeches stamina from the target Damage (Melee): +10 mind When wielded/worn: Damage when hit (Melee): 7 nature slow Changes stats: +5 Cun / +3 Wil Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe (30.5-45.75 power, 2 apr)dwarven-steel battleaxe (30.5-45.75 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic steel dagger of massacre (20-26 power, 6 apr)acidic steel dagger of massacre (20-26 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +4 acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful steel dagger of phasing (11-14.3 power, 10 apr)hateful steel dagger of phasing (11-14.3 power, 10 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +19% Damage (Melee): +7 darkness Damage against: +7% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Dagger of the Past (25-32.5 power, 20 apr)Dagger of the Past (25-32.5 power, 20 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 Changes damage: +5% temporal Spell save: +10 Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
This item will automatically be transmogrified when you leave the level. steel greatmaul (24-36 power, 2 apr)steel greatmaul (24-36 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 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% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. cruel ash vilestaff of illumination (15-18 power, 3 apr, fire element)cruel ash vilestaff of illumination (15-18 power, 3 apr, fire element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Defense: +6 Effects on melee hit: * 5% chance to blind Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 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 57.00 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff of might (20-24 power, 4 apr, lightning element)yew magestaff of might (20-24 power, 4 apr, lightning 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 stat: 80% Mag 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: Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. chilling steel waraxe (12-16.8 power, 3 apr)chilling steel waraxe (12-16.8 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe (13-18.2 power, 3 apr)steel waraxe (13-18.2 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. ranger's ash longbow of acidranger's ash longbow of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +9 acid When wielded/worn: Changes stats: +1 Dex Changes damage: +10% acid Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour)woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe of nature (+18%) (0 def, 0 armour)woollen robe of nature (+18%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% nature Changes damage: +12% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cleansing steel mail armour of fire resistance (2 def, 6 armour)cleansing steel mail armour of fire resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +11% blight / +16% fire / +12% nature A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (5 def, 11 armour)dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel shield (6 def, 2 armour, 41 block)steel shield (6 def, 2 armour, 41 block) Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Handheld deflection devices. |
opal 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 Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. bright alchemist's lampbright alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 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. |
This item will automatically be transmogrified when you leave the level. Xerata the Growmortal [power 29] (20 cooldown)Xerata the Growmortal [power 29] (20 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Maximum wards: +1 acid / +2 nature / +2 light Talents granted: +1 Ward +2 Rushing Claws Maximum encumbrance: +30 Life regen: +0.40 It can be used to harden the skin for 7 turns increasing armour by 29 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
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Aban the Fallen Arcane Blade level 16
4th Pyre 123rd year of Ascendancy at 11:31 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Aban the Fallen Arcane Blade level 10
17th Dusk 122nd year of Ascendancy at 17:28 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Aban the Fallen Arcane Blade level 15
17th Regrowth 123rd year of Ascendancy at 01:47 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Aban the Fallen Arcane Blade level 17
5th Pyre 123rd year of Ascendancy at 05:40 see stats
Level 10 (Roguelike)
Got a character to level 10.By Aban the Fallen Arcane Blade level 10
5th Flare 122nd year of Ascendancy at 14:57 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Aban the Fallen Arcane Blade level 10
55th Dusk 122nd year of Ascendancy at 05:10 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Aban the Fallen Arcane Blade level 4
78th Pyre 122nd year of Ascendancy at 20:37 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aban the Fallen Arcane Blade level 12
49th Haze 122nd year of Ascendancy at 03:17 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Aban the Fallen Arcane Blade level 12
10th Decay 122nd year of Ascendancy at 20:09 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Aban the Fallen Arcane Blade level 15
17th Regrowth 123rd year of Ascendancy at 01:25 see stats
Log
Armoured skeleton warrior uses Block.
Aban hits Skeleton warrior for 3 arcane, 3 light (6 total damage).
Skeleton warrior hits Aban for 74 physical, 9 fire (83 total damage).
Flame is still on cooldown for 1 turns.
Aban casts Lightning.
Aban hits Armoured skeleton warrior for 72 lightning damage.
Aban killed Armoured skeleton warrior!
Aban hits Skeleton warrior for 6 arcane, 14 lightning (20 total damage).
Aban hits Aban for 18 healing, 10 lightning (10 total damage) [18 healing].
Aban hits Skeleton warrior for 3 arcane, 3 light (6 total damage).
Skeleton warrior hits Aban for 110 physical, 9 fire (119 total damage).
Aban hits Skeleton warrior for 4 arcane, 11 lightning (15 total damage).
Aban hits Aban for 18 healing, 8 lightning (8 total damage) [18 healing].
Skeleton warrior misses Aban.
Aban is not stunned anymore.
Aban hits Skeleton warrior for 18 lightning damage.
Aban hits Aban for 18 healing, 7 arcane, 13 lightning (20 total damage) [18 healing].
Skeleton warrior uses Stunning Blow.
Aban is stunned!
Aban hits Skeleton warrior for 8 arcane, 7 light (15 total damage).
Skeleton warrior hits Aban for 147 physical, 9 fire (156 total damage).
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Aban hits Skeleton warrior for 4 arcane, 9 lightning (12 total damage).
Aban receives 18 healing.
Aban hits Skeleton warrior for 3 arcane, 3 light (5 total damage).
Skeleton warrior hits Aban for 107 physical, 9 fire (116 total damage).
Saving game...
