





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Possessor Bonus Class 1.6.0Donators/Buyers bonus! No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. 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:
Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! Embers of Rage 1.6.0Official 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:
Infinite500 v3.0a: 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. Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Horror |
| Class | Eldritch |
| Level / Exp | 37 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 58 (base 41) |
| Dexterity | 52 (base 18) |
| Constitution | 41 (base 29) |
| Magic | 53 (base 37) |
| Willpower | 19 (base 10) |
| Cunning | 40 (base 10) |
Resources
| Life | 780/828 |
| Hate | 100/100 |
| Vim | 184/184 |
| Healing Factor | 0.72037914691943 |
| Regeneration | 9.3649289099526 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | +49.54510541169% |
| Spell | -20% |
| Global | +106% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 76 |
| Crit Chance | 37% |
| APR | 30 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 76 |
| Crit Chance | 38% |
| APR | 29 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 15% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | -51% |
| Arcane | -51% |
| Physical | -38% |
| All | -60% |
Offense: Damage Penetration
| Physical | +15% |
| Arcane | +10% |
| Fire | +19% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 27.551211628464 (74.117647058824%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 22 |
| Physical Save | 35 |
| Spell Save | 28 |
| Mental Save | 28 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | + 99%(100%) |
| Arcane | + 34%(100%) |
| Cold | + 57%(100%) |
| All | + 31%(100%) |
| Lightning | + 51%(100%) |
| Temporal | + 57%(100%) |
| Fire | + 32%(100%) |
| Physical | + 37%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Knockback Resistance | 33% |
| Disarm Resistance | 35% |
| Pinning Resistance | 26% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 57.76 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 73.04 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Rot | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Plague | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Worm that Walks Link |
| talent | Ruin |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Linked to their horror ally gaining 27% all damage resistance. Shared Insanity |
Quests
Equipment
| Tool | Shockrupture [power 304] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +3% lightning Changes damage: +9% blight Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Maximum vim: +10.00 It can be used to fire a magical bolt dealing 304 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | sneakthief's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +8 Cun / +8 Dex Disarm immunity: +35% Pinning immunity: +26% Knockback immunity: +33% Maximum life: +40.00 Rings can have magical properties. |
| On fingers | warrior's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +10% acid / +12% fire / +16% lightning / +19% cold Rings can have magical properties. |
| On fingers | Obsidianpunish of the BlightspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +11 Defense: +11 (+5 eff.) Effects when hit in melee: * 26% chance to reduce strength, dexterity, and constitution by 29 * 27% chance to reduce damage dealt by 16% Changes stats: +7 Cun / +7 Dex Changes resistances: +10% physical / +5% arcane / +3% cold Changes resistances penetration: +10% arcane / +10% cold Changes damage: +9% arcane / +10% physical 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 back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 99% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | sneakthief's steel ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +17% acid / +14% fire / +11% lightning / +16% cold Rings can have magical properties. |
| Around waist | spiritwalker's hardened leather belt of the vagrant Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Dex / +12 Mag / +5 Wil / +5 Cun / +8 Con Mental save: +8 (+4 eff.) Mana each turn: +0.30 Maximum mana: +32.00 Mindpower: +6 (+3 eff.) A belt that goes around your waist. |
| Main armor | Rhokor (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Damage (Melee): 20 acid / 18 fire Damage when hit (Melee): 15 acid / 12 fire Changes stats: +9 Str / +9 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +20% acid / +26% fire Changes resistances penetration: +15% physical Changes damage: +12% physical Vim when firing critical spell: +2.00 Maximum stamina: +20.00 Spell crit. chance: +5% A suit of armour made of metal plates. |
| In off hand | stralite waraxe of evisceration (142% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +8.0% Physical power: +9 (+3 eff.) One-handed war axes. |
| In main hand | blazebringer's voratun longsword of ruin (151% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +57 fire When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Changes resistances penetration: +19% fire Critical mult.: +29.00% Global speed: +6% Sharp, long, and deadly. |
Inventory
Betylle the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes resistances penetration: +25% blight Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +14 (+7 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +8% Rings can have magical properties. |
Getugund the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% temporal / +2% physical / +9% nature / +5% arcane Changes resistances penetration: +5% temporal Changes damage: +3% temporal Poison immunity: +20% Disarm immunity: +30% Pinning immunity: +28% Knockback immunity: +27% Life regen: +2.00 Maximum life: +28.00 Rings can have magical properties. |
GlintriverInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Defense: +15 (+7 eff.) Changes stats: +4 Con Changes resistances: +26% fire Changes damage: +13% fire / +6% light / +6% physical Maximum stamina: +30.00 Rings can have magical properties. |
Malysin the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% cold / +5% physical / +14% mind / +15% temporal Changes damage: +14% mind Disease immunity: +20% Only die when reaching: -80.00 life Rings can have magical properties. |
conjurer's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +9 (+4 eff.) Changes stats: +4 Mag / +6 Wil Spellpower: +7 (+2 eff.) 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 back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 99% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
copper ring 'Oozejam'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Damage when hit (Melee): 6 nature Changes stats: +3 Dex / +8 Wil Changes resistances penetration: +20% nature Grants telepathy: Dragon Demon/Major Demon/Minor Reduces incoming crit damage: 15.00% Rings can have magical properties. |
gold ring 'Glitterbane'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +18% fire / +15% light / +32% cold Changes resistances penetration: +25% cold Changes damage: +16% cold Cut immunity: +20% Disarm immunity: +20% Teleport immunity: +20% Light radius: +3 Rings can have magical properties. |
rogue's voratun ring of lightning (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5 Cun Changes resistances: +30% lightning Changes damage: +15% lightning Rings can have magical properties. |
rogue's voratun ring of the mind (+17%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+8 eff.) Changes stats: +8 Cun Changes resistances: +17% mind Changes damage: +17% mind Rings can have magical properties. |
titan's stralite ring of fire (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +28% fire Changes damage: +14% fire Physical save: +12 (+5 eff.) Rings can have magical properties. |
flaming voratun greatsword (173% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +12 fire Massive two-handed swords. |
Mayukira (132% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 132% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage When wielded/worn: Changes stats: +7 Cun Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Mental crit. chance: +8% Blunt and deadly. |
Eremoyon the Coalsun (104% power, 5 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +9 darkness / +12 physical Damage (radius 1) on hit: +12 darkness / +8 physical Damage (radius 2) on crit: +8 physical Damage against: +11% Living When wielded/worn: Critical mult.: +20.00% Physical save: +18 (+7 eff.) Only die when reaching: -60.00 life One-handed war axes. |
Viperbait (117% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 117% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +4 temporal When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +5% nature Changes damage: +6% temporal One-handed war axes. |
elemental stralite waraxe of daylight (142% power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 102 acid damage (1/turn) Damage (Melee): +15 light Damage against: +14% Undead When wielded/worn: Changes resistances penetration: +13% acid Changes damage: +5% acid One-handed war axes. |
plaguebringer's dwarven-steel waraxe (124% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 29 Damage (Melee): +8 blight When wielded/worn: Disease immunity: +15% One-handed war axes. |
Stormlash (115% power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Power: 115% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +10% lightning 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 8.51 to 25.53 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
insulating hardened leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% blight / +10% cold / +9% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
nightruned hardened leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +8% light / +7% darkness Spell crit. chance: +4% A belt that goes around your waist. |
Robe of the Worm (Improved) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. [Cosmetic Item] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
fortifying voratun plate armour of Eyal (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +10 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +9 Con Life regen: +8.00 Maximum life: +166.00 Healing mod.: +17% A suit of armour made of metal plates. |
Blackdredge of the Blightspawn (0 def, 10 armour, 202.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +10 Fatigue: +8% Effects when hit in melee: * 26% chance to reduce strength, dexterity, and constitution by 29 * 33% chance to reduce damage dealt by 16% Changes stats: +12 Str / +10 Dex / +2 Mag Changes resistances: +23% lightning Maximum wards: +6 lightning / +6 temporal / +6 darkness / +7 fire / +5 nature / +6 blight / +6 cold / +7 arcane / +6 light Grants telepathy: Demon/Minor Demon/Major Talents granted: +1 Ward +1 Block Reduces incoming crit damage: 15.00% Spell crit. chance: +5% Handheld deflection devices. |
iron torque of psionic shield 'Winterwild' [power 29] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +3 (+1 eff.) Changes stats: +2 Con Changes damage: +6% cold Physical save: +3 (+1 eff.) Maximum stamina: +30.00 It can be used to setup a psionic shield, reducing all damage taken by 29 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
extending dragonbone totem of healing [power 336] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heals yourself and all friendly characters within 10 spaces for 336 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
evasive ash wand of shielding [power 138] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 138 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Saving game...
Saving done.
Character control switched to worm that walks (servant of Zorp1).
Zorp1 activates Elemental Harmony.
Worm that walks (servant of Zorp1) drops on the floor: Umbrasweep of the Blightspawn (2 def, 6 armour).
Worm that walks (servant of Zorp1) can not wear (main armor): fortifying voratun plate armour of Eyal (0 def, 16 armour) (not enough stat).
Worm that walks (servant of Zorp1) deactivates Infestation.
Worm that walks (servant of Zorp1) activates Infestation.
Worm that walks (servant of Zorp1) deactivates Worm that Walks Link.
Worm that walks (servant of Zorp1) activates Worm that Walks Link.
Worm that walks (servant of Zorp1) deactivates Ruin.
Worm that walks (servant of Zorp1) activates Ruin.
Worm that walks (servant of Zorp1) can not wear (main armor): fortifying voratun plate armour of Eyal (0 def, 16 armour) (not enough stat).
Talent Infusion: Regeneration is ready to use.
Zorp1 stops regenerating health quickly.
Worm that walks (servant of Zorp1) uses Infusion: Regeneration.
Worm that walks (servant of Zorp1) starts regenerating health quickly.
Zorp1 deactivates Chaos Orbs.
Zorp1 deactivates Premonition.
Zorp1 deactivates Keen Senses.
Zorp1 deactivates Elemental Harmony.
Worm that walks (servant of Zorp1) deactivates Worm that Walks Link.
Worm that walks (servant of Zorp1) stops regenerating health quickly.
Worm that walks (servant of Zorp1) deactivates Infestation.
Worm that walks (servant of Zorp1) deactivates Ruin.
















































