Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. 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. Inferno Race Pack 1.4.0Adds a collection of my races. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Pepper Pack 1.5.2Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
The Ruined 1.4.9Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Taints 1.5.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Possessor Bonus Class 1.5.3Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Chronophage |
Class | Ruined |
Level / Exp | 17 / 78% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 17 on the 57th Haze 122nd year of Ascendancy at 10:44 1 / 5Killed by Urkis, the High Tempest at level 17 on the 57th Haze 122nd year of Ascendancy at 11:36 Killed by Urkis, the High Tempest at level 17 on the 57th Haze 122nd year of Ascendancy at 12:52 Killed by Urkis, the High Tempest at level 17 on the 57th Haze 122nd year of Ascendancy at 14:05 Killed by Xythra at level 17 on the 57th Haze 122nd year of Ascendancy at 14:09 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 26 (base 12) |
Constitution | 28 (base 19) |
Magic | 56 (base 38) |
Willpower | 61 (base 21) |
Cunning | 46 (base 19) |
Resources
Mana | 435/435 |
Psi | 151/151 |
Life | 409/409 |
Positive | 98/98 |
Hate | 100/100 |
Healing Factor | 1.4328636363636 |
Regeneration | 1.0746477272727 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -56.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 1 |
Offense: Mainhand
Damage | 19 |
Accuracy | 22 |
Crit Chance | 19% |
APR | 7 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 11 |
Ranged Defense | 15 |
Fatigue | 5 |
Physical Save | 20 |
Spell Save | 30 |
Mental Save | 36 |
Defense: Resistances
All | 0%( 82%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 0% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 20% |
Bleed Resistance | 100% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (3/3)
Taints | Effective talent level: 1.0 Taint: Blood SnareUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Hurl a blood bomb at the target, when it hits it will explode doing 223.51 blight damage and pin them for 10 turns. You will loose 21 life to create the bomb. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. |
Taints | Effective talent level: 1.0 Taint: ShatteringUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: An aura of destruction surrounds you for 10 turns, increasing all your damage by 21% and granting 21% resistance penetration. However, this also makes you more fragile, reducing all your resistances by 21%. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. |
Taints | Effective talent level: 1.0 Taint: AccelerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Corrupted energies refresh all you, lowering your cooldowns by 10. However, for the next 10 turns, all talents used will go on double cooldown. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. |
Class Talents
Chronomancy / Temporal Combat | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.10 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Destruction | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Pain | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Cataclysm | 1.20 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Crescendo | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Chronophage | 1.10 |
| 4/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Cursed / Hollow | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the wandering musician to the recall portal on level 2 of Trollmire. Escort: wandering musician (level 2 of Trollmire)As a reward you improved talent Tonic Chord (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Mind Sear (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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. You have slain Bill. His treasure is yours for the taking. | 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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | active |
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 AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bear paw. | 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 within3 lumberjacks have died. | 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 | Obsidianwrecker the pair of hardened leather boots (3 def, 9 armour) Obsidianwrecker the pair of hardened leather boots (3 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+3 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes damage: +6% darkness / +12% temporal Infravision radius: +1 Movement speed: +20% A pair of boots made of leather. |
Light source | nightwalker's brass lantern of focus nightwalker's brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Changes stats: +7 Wil Changes damage: +6% mind Critical mult.: +11.00% 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 | linen wizard hat of knowledge (1 def, 0 armour) linen wizard hat of knowledge (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun / +4 Wil Mindpower: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
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 (+1 eff.) These gloves are coated with a thick, green liquid. |
Tool | steel torque of clear mind 'Relgithad' [power 2] (10 cooldown) steel torque of clear mind 'Relgithad' [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +15% mind Changes resistances penetration: +5% blight / +20% mind Changes damage: +3% blight It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | solipsist's steel ring of blinding strikes solipsist's steel ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to blind Damage (Melee): 26 light Effects on ranged hit: * 12% chance to blind Damage (Ranged): 26 light Changes stats: +4 Cun / +5 Wil Mindpower: +7 (+2 eff.) Rings can have magical properties. |
On fingers | Salima the Kindlerebel Salima the KindlerebelCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances penetration: +20% mind / +20% fire Changes damage: +15% mind Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +26% Maximum life: +22.00 Rings can have magical properties. |
Around neck | wanderer's steel amulet of willpower (+4) wanderer's steel amulet of willpower (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Wil / +5 Cun / +3 Con Life regen: +0.50 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
In main hand | Stormlash (Misfortune) (17-18.7 power, 7 apr) Stormlash (Misfortune) (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +10% lightning Curse of Misfortune It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 20.78 to 62.33 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
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 off hand | Hanerig (9.5 melee - 9 ranged sound damage) Hanerig (9.5 melee - 9 ranged sound damage)Requires: - Cunning 16 Powered by arcane forces 2.00 Encumbrance. Type: instrument / harp ; tier 2 When wielded/worn: Damage (Melee): 10 sound Damage (Ranged): 9 sound Changes stats: +6 Wil / +6 Mag Changes resistances: +6% acid / +6% cold / +5% arcane Changes damage: +3% temporal Talent granted: +2 Pluck Strings Mental save: +12 (+5 eff.) Poison immunity: +10% Stun/Freeze immunity: +10% Spellpower: +9 (+3 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A small string instrument. |
Cloak | thick linen cloak of implacability (1 def, 6 armour) thick linen cloak of implacability (1 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +12% cold Physical save: +6 (+3 eff.) Mental save: +5 (+3 eff.) 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 | cured leather armour of the hero (2 def, 4 armour) cured leather armour of the hero (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Changes stats: +3 Str / +4 Dex / +4 Mag / +3 Wil / +4 Cun Maximum life: +35.00 A suit of armour made of leather. |
Inventory
Rune of the Rift (394.00 temporal damage, removed from time 4 turns) Rune of the Rift (394.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 453.10 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)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: 7 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 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
taint of the vampire (21 extra life leech chance and amount for 10 turns) taint of the vampire (21 extra life leech chance and amount for 10 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Vampiric taint fills you; each time you deal damage, you have 21% chance to heal for 21% of the damage done. However this effect will only last 10 turns and your light resistance is weakened by 21%. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of the vampire (21 extra life leech chance and amount for 10 turns) taint of the vampire (21 extra life leech chance and amount for 10 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Vampiric taint fills you; each time you deal damage, you have 21% chance to heal for 21% of the damage done. However this effect will only last 10 turns and your light resistance is weakened by 21%. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 243 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Poxminister PoxministerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances: +3% temporal Changes resistances penetration: +20% nature Silence immunity: +13% Disarm immunity: +25% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Melody each turn: +0.12 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. ash longbow (Shrouds)ash longbow (Shrouds) Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Humming Stabber (Corpses) (30-42 power, 5 apr) Humming Stabber (Corpses) (30-42 power, 5 apr)Requires: - Dexterity 28 - Cunning 28 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / rapier ; tier 3 Base power: 30.0 - 42.0 Uses stats: 30% Dex, 10% Mag, 70% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +6.0% Attack speed: 100% Damage conversion: 20% dazing sound This is a bardic weapon. When wielded/worn: Changes stats: +2 Dex / +2 Cun / +2 Mag Changes damage: +10% sound Talent masteries: +0.10 Performer / Tunecrafting +0.20 Performer / Bardic combat Curse of Corpses When not in your hand, this strange rapier emits a feeble but persistent humming. When wielded the humming stops only to resurface into the mind of the foes you strike. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
magewarrior's short elm vilestaff (Misfortune) (10-12 power, 2 apr, blight element) magewarrior's short elm vilestaff (Misfortune) (10-12 power, 2 apr, blight element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Changes damage: +10% blight Talent granted: +1 Command Staff Critical mult.: +7.00% Spellpower: +8 (+3 eff.) Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.3 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 42.41 to 127.23 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 41.94 to 125.82 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
clarifying linen wizard hat (1 def, 0 armour) clarifying linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun Mental save: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+9 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 56.48 to 169.44 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mayodhera (8-9.6 power, 2 apr, physical damage) Mayodhera (8-9.6 power, 2 apr, physical damage)Requires: - Dexterity 9 - Cunning 11 Infused by psionic forces 1.00 Encumbrance. Type: instrument / flute ; tier 1 Base power: 8.0 - 9.6 Uses stats: 30% Dex, 60% Cun Damage type: Physical Armour Penetration: +2 Crit. chance: +4.0% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Fatigue: -2% Changes resistances: +5% sound / +6% blight Spell save: +3 (+1 eff.) Mental save: +3 (+2 eff.) Mindpower: +3 (+1 eff.) Light radius: +3 See invisible: +3 Melody each turn: +0.08 Maximum melody: +10.00 Blunt, short and deadly. Doubles as a woodwind instrument. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
ash lyre 'Isivea' (10-13 power, 2 apr, physical damage) ash lyre 'Isivea' (10-13 power, 2 apr, physical damage)Requires: - Cunning 16 Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: instrument / harp ; tier 2 Base power: 10.0 - 13.0 Uses stats: 15% Dex, 75% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +18 insidious poison / +12 physical / +5 light Damage against: +5% Undead This instrument will act as a bashing device. When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +15 (+12 eff.) Ranged Defense: +9 (+7 eff.) Changes stats: +2 Con Talent granted: +2 Pluck Strings Mental save: +3 (+2 eff.) Disarm immunity: +26% Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A small string instrument, packs quite a punch. |
Gahir GahirInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% acid / +3% cold / +5% arcane Maximum life: +41.00 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. |
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 (118 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 after 40 turns, 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. |
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. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Xythra the Chronophage Ruined level 13
71st Dusk 122nd year of Ascendancy at 15:01 see stats
By Xythra the Chronophage Ruined level 16
3rd Haze 122nd year of Ascendancy at 10:42 see stats
By Xythra the Chronophage Ruined level 10
28th Dusk 122nd year of Ascendancy at 23:59 see stats
By Xythra the Chronophage Ruined level 17
24th Haze 122nd year of Ascendancy at 22:42 see stats
By Xythra the Chronophage Ruined level 1
74th Pyre 122nd year of Ascendancy at 14:11 see stats
By Xythra the Chronophage Ruined level 8
20th Dusk 122nd year of Ascendancy at 19:03 see stats
By Xythra the Chronophage Ruined level 16
18th Haze 122nd year of Ascendancy at 19:25 see stats
By Xythra the Chronophage Ruined level 13
77th Dusk 122nd year of Ascendancy at 03:11 see stats
By Xythra the Chronophage Ruined level 14
1st Time of Equilibrium 122nd year of Ascendancy at 20:53 see stats
By Xythra the Chronophage Ruined level 4
8th Mirth 122nd year of Ascendancy at 16:55 see stats
Log
Xythra resists!
Urkis, the High Tempest's Shock hits Xythra for (23 resist armour), 101 lightning (101 total damage).
Your hatred grows even as your life fades! (+4 hate)
Hurricane from Urkis, the High Tempest hits Xythra for (23 resist armour), 54 lightning (54 total damage).
Thunderstorm hits Xythra for (23 resist armour), 6 lightning (6 total damage).
Xythra casts Static Charge.
Urkis, the High Tempest is marked by lightning!
Urkis, the High Tempest casts Lightning.
Your hatred grows even as your life fades! (+17 hate)
Urkis, the High Tempest hits Xythra for (23 resist armour), 153 lightning (153 total damage).
Your hatred grows even as your life fades! (+4 hate)
Hurricane from Urkis, the High Tempest hits Xythra for (23 resist armour), 57 lightning (57 total damage).
Xythra the level 17 chronophage ruined was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
You have 1 life(s) left.
The Hurricane around Xythra dissipates.
Xythra deactivates Arcing Power.
Xythra deactivates Spite.
Urkis, the High Tempest is knocked back!
Xythra deactivates Feather Wind.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Hurricane from Urkis, the High Tempest killed Xythra!
Xythra hits Urkis, the High Tempest for 245 physical damage.
Ran for 2 turns (stop reason: interesting character).
An elite foe has fallen to your hate! (+8 hate)
Saving done.
Saving game...