
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Hulk! 1.4.8 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon 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. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside): - When activated, start a New Game.
- You will find under game options > gameplay, a new setting that lets you toggle godmode on or off.
- You can change this setting any time at any place in the game.
Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Runic Golem |
| Class | Golem |
| Level / Exp | 50 / 2345% |
| Size | medium |
| Lifes / Deaths | Killed by YOU CANT SEE ME at level 50 on the 64th Dusk 122nd year of Ascendancy at 16:07 / 1 |
Primary Stats
| Strength | 120 (base 60) |
| Dexterity | 120 (base 60) |
| Constitution | 120 (base 60) |
| Magic | 96 (base 36) |
| Willpower | 83 (base 23) |
| Cunning | 116 (base 56) |
Resources
| Life | -128/1626 |
| Mana | 578/578 |
| Stamina | 300/300 |
| Psi | 121/121 |
| Healing Factor | 1.5625 |
| Regeneration | 11.484375000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 61 |
| Crit Chance | 39% |
| APR | 8 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +118% |
| Acid | +114% |
| Light | +138% |
| Darkness | +118% |
| Blight | +115% |
| Arcane | +106% |
| Fire | +127% |
| All | +100% |
Offense: Damage Penetration
| Acid | +10% |
| Blight | +35% |
| Arcane | +40% |
| Fire | +20% |
| Physical | +12% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 65 |
| Mental Save | 46 |
Defense: Resistances
| Physical | + 70%( 70%) |
| Acid | + 70%( 70%) |
| Light | + 70%( 70%) |
| Cold | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Fire | + 70%( 70%) |
| All | +100%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 30% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 35% |
| Bleed Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 39% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 46% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 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%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Golem / Fighting | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Golem / Arcane | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Effects
| talent | Reflective Skin |
| beneficial effect | The mana surge engulfs the target, regenerating 4.65 mana per turn. Surging mana |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 35%) Suffocating |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You abandoned injured seer to death. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by YOU CANT SEE ME. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by YOU CANT SEE ME. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 3 of Trollmire) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 5 of Dreadfell) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 Possessed. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| Tool | Glintradiance [power 4] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 light / 20 acid Maximum wards: +5 physical / +9 mind / +10 darkness Changes resistances penetration: +10% acid Talent cooldown: Silence (-1 turn) Talents granted: +2 Ward +4 Silence It can be used to absorb and nullify at most 4 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 | Vorudavea the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Changes stats: +3 Cun Changes resistances: +12% light Spell save: +30 (+8 eff.) Poison immunity: +20% Silence immunity: +35% Confusion immunity: +30% Stun/Freeze immunity: +25% Life regen: +0.40 Mana each turn: +0.25 Rings can have magical properties. |
| On fingers | Poladhessra the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +8 Cun / +6 Wil Changes resistances: +5% arcane / +1% physical Changes resistances penetration: +20% blight Disarm immunity: +42% Pinning immunity: +39% Knockback immunity: +46% Maximum life: +45.00 Maximum mana: +60.00 Spellpower: +13 (+4 eff.) Mindpower: +29 (+7 eff.) Rings can have magical properties. |
| Around neck | ArcblurCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 12 lightning Changes resistances: +12% cold Changes damage: +18% darkness Physical save: +30 (+7 eff.) Spell save: +42 (+11 eff.) Life regen: +2.10 Amulets can have magical properties. |
| In main hand | Korelathahell (41.5-58.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% Burst (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +20 (+5 eff.) Armour: +6 Changes stats: +7 Dex / +1 Mag / +6 Con Changes resistances penetration: +15% arcane / +12% physical Disarm immunity: +26% Infravision radius: +3 One-handed war axes. |
| On feet | Adalaith the Magmaroar (18 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +18 (+6 eff.) Fatigue: +3% Damage when hit (Melee): 16 fire Changes resistances: +12% fire Changes resistances penetration: +25% arcane / +20% fire Changes damage: +21% fire Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 32 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On hands | Skyonslaught (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 14 fire Damage when hit (Melee): 12 arcane Changes stats: +5 Con Changes resistances: +8% fire Changes damage: +6% arcane / +6% fire Physical save: +23 (+6 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +49% Life regen: +4.60 Stamina each turn: +1.00 Psi each turn: +0.37 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Armostir the Blindvagrant (12 def, 7 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Changes stats: +8 Mag / +10 Con Changes resistances: +21% acid / +12% light / +6% darkness Changes resistances penetration: +15% blight Changes damage: +14% acid / +18% nature / +38% light / +15% blight Poison immunity: +42% Disease immunity: +45% Maximum life: +70.00 Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
clarifying gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +14% mind Confusion immunity: +29% Amulets can have magical properties. |
Strikemaim the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +15% lightning Changes resistances penetration: +25% lightning / +20% blight Changes damage: +6% lightning Physical save: +13 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) Rings can have magical properties. |
gold ring of fire (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +28% fire Changes damage: +14% fire Rings can have magical properties. |
psionicist's gold ring of arcana(+0.25/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+2 eff.) Silence immunity: +23% Mana each turn: +0.25 Rings can have magical properties. |
flaming voratun battleaxe of daylight (58-87 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +20 light Burst (radius 1) on hit: +26 fire Damage against: +42% Undead Massive two-handed battleaxes. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 594.26 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+6 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina each turn: +0.30 Maximum stamina: +19.00 A pair of boots made of leather. |
Eremylar the Blazecast (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 12 temporal Damage (Ranged): 11 temporal Changes resistances: +12% acid / +21% fire / +11% temporal Changes damage: +6% fire / +6% mind / +8% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glittershaper (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to blind Damage (Melee): 7 darkness Damage (Ranged): 7 darkness Changes resistances: +18% darkness / +16% temporal Changes damage: +6% arcane / +9% light Spell save: +30 (+8 eff.) Mana each turn: +0.24 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +40.00 Defense after a teleport: +18 Resist all after a teleport: +16% New effects duration reduction after a teleport: +18% It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
volcanic drakeskin leather armour of Toknor (5 def, 22 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +22 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 8 fire Changes resistances: +28% physical / +18% fire Critical mult.: +17.00% A suit of armour made of leather. |
266 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 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. |
Raventide the dwarven-steel torque of kinetic psionic shield [power 77] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +3 Str / +6 Dex / +2 Con Changes resistances: +6% darkness Changes resistances penetration: +20% mind Changes damage: +15% mind Infravision radius: +3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 77 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
2 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. |
Achievements
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By YOU CANT SEE ME the Runic Golem Golem level 50
8th Dusk 122nd year of Ascendancy at 03:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By YOU CANT SEE ME the Runic Golem Golem level 10
74th Pyre 122nd year of Ascendancy at 15:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By YOU CANT SEE ME the Runic Golem Golem level 20
74th Pyre 122nd year of Ascendancy at 19:51 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By YOU CANT SEE ME the Runic Golem Golem level 30
75th Pyre 122nd year of Ascendancy at 23:06 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By YOU CANT SEE ME the Runic Golem Golem level 40
5th Mirth 122nd year of Ascendancy at 12:23 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By YOU CANT SEE ME the Runic Golem Golem level 50
6th Dusk 122nd year of Ascendancy at 07:51 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By YOU CANT SEE ME the Runic Golem Golem level 31
76th Pyre 122nd year of Ascendancy at 10:06 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By YOU CANT SEE ME the Runic Golem Golem level 2
74th Pyre 122nd year of Ascendancy at 11:08 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By YOU CANT SEE ME the Runic Golem Golem level 38
3rd Mirth 122nd year of Ascendancy at 16:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By YOU CANT SEE ME the Runic Golem Golem level 50
7th Dusk 122nd year of Ascendancy at 01:39 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By YOU CANT SEE ME the Runic Golem Golem level 50
7th Dusk 122nd year of Ascendancy at 23:36 see stats
Log
Ran for 2 turns (stop reason: suffocating).
Ran for 2 turns (stop reason: suffocating).
Ran for 2 turns (stop reason: suffocating).
YOU CANT SEE ME stops surging mana.
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
Ran for 2 turns (stop reason: suffocating).
You don't see how to get there...
You don't see how to get there...
Talent Arcane Pull is ready to use.
YOU CANT SEE ME casts Arcane Pull.
Saving game...
Saving done.
Talent Rune: Manasurge is ready to use.
YOU CANT SEE ME casts Rune: Manasurge.
YOU CANT SEE ME starts to surge mana.
YOU CANT SEE ME starts suffocating to death!
YOU CANT SEE ME is suffocating.
Saving game...

































