Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Infinite500 v2.1: Revised high level play for ToME 1.1.1Version 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. Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Skeleton |
Class | Cursed |
Level / Exp | 15 / 70% |
Size | medium |
Lifes / Deaths | Killed by skeleton warrior at level 1 on the 75th Pyre 122nd year of Ascendancy at 22:18 / 15Killed by Half-Finished Bone Giant at level 2 on the 76th Pyre 122nd year of Ascendancy at 20:41 Killed by Norgos, the Frozen at level 5 on the 10th Mirth 122nd year of Ascendancy at 05:56 Killed by skeleton mage at level 6 on the 9th Flare 122nd year of Ascendancy at 01:56 Killed by elven tempest at level 6 on the 9th Flare 122nd year of Ascendancy at 14:07 Killed by Porenne the elven mage at level 7 on the 10th Flare 122nd year of Ascendancy at 12:36 Killed by elven tempest at level 7 on the 10th Flare 122nd year of Ascendancy at 14:40 Killed by elven tempest at level 7 on the 10th Flare 122nd year of Ascendancy at 16:53 Killed by shadow claw at level 7 on the 9th Dusk 122nd year of Ascendancy at 20:40 Killed by shadow claw at level 7 on the 10th Dusk 122nd year of Ascendancy at 02:54 Killed by shadow claw at level 8 on the 11st Dusk 122nd year of Ascendancy at 13:41 Killed by Berethh at level 10 on the 12nd Dusk 122nd year of Ascendancy at 03:31 Killed by storm drake hatchling at level 15 on the 32nd Dusk 122nd year of Ascendancy at 18:03 Killed by storm drake at level 15 on the 32nd Dusk 122nd year of Ascendancy at 20:28 Killed by storm drake at level 15 on the 32nd Dusk 122nd year of Ascendancy at 21:26 |
Primary Stats
Strength | 53.752612745299 (base 32) |
Dexterity | 31.752612745299 (base 19) |
Constitution | 20 (base 10) |
Magic | 17 (base 10) |
Willpower | 44 (base 33) |
Cunning | 16 (base 10) |
Resources
Life | 487/487 |
Hate | 110/110 |
Healing Factor | 0.98651915359061 |
Regeneration | 2.0223642648607 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -60% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
See Invisible | 4 |
Offense: Mainhand
Damage | 64 |
Accuracy | 28 |
Crit Chance | 6% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 21 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 31.1 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +6% |
Physical | +22% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Fire | +10% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 25.906707230427 |
Ranged Defense | 28.906707230427 |
Fatigue | 15 |
Physical Save | 34.169207230427 |
Spell Save | 26.9375 |
Mental Save | 26.696875 |
Defense: Resistances
Lightning | + 15%( 70%) |
Mind | + 30%( 70%) |
Darkness | + 4%( 74%) |
Fire | + 11%( 70%) |
Physical | + 6%( 75%) |
Cold | + 5%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 100% |
Confusion Resistance | 30% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Effects
beneficial effect | The target's appearance has been altered. Cloak of Deception |
beneficial effect | The target is hunting creatures of type / sub-type: giant / minotaur with 24% effectiveness. Kills: 2 / 4 kills, Damage: +2% / +4%, Attack: +0 / +1, Stun: -- / 0.8%, Outmaneuver: 0.0% / 0.0% Predator |
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 |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 7%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 25% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 16 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 7%) of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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. | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Strength by +2. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour) (Nightmares) wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Cun / +1 Con Physical save: +10 Mental save: +11 Stamina each turn: +0.30 Maximum stamina: +10.00 Curse of Nightmares A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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 | Steel Helm of Garkul (0 def, 6 armour) (Shrouds) Steel Helm of Garkul (0 def, 6 armour) (Shrouds)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Shrouds A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
On hands | cinder rough leather gloves of dexterity (+2) (0 def, 1 armour) (Nightmares) cinder rough leather gloves of dexterity (+2) (0 def, 1 armour) (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 6 fire Changes resistances: +5% fire Changes damage: +3% fire Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
On fingers | Grinedrabers GrinedrabersInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 Changes stats: +3 Cun / +1 Str Damage when the wearer hits(melee): 29 bleed / 16 gloom Changes resistances penetration: +10% physical Changes damage: +6% arcane Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Around neck | restful copper amulet of magic (+3) restful copper amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Mag Life regen: +1.00 Amulets can have magical properties. |
In main hand | Hellwisp the dwarven-steel longsword (25-35 power, 4 apr) (Corpses) Hellwisp the dwarven-steel longsword (25-35 power, 4 apr) (Corpses)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +11 mind / +4 fire Burst (radius 1) on hit: +4 fire When wielded/worn: Damage when the wearer hits(melee): 2 fire Changes resistances penetration: +10% fire Curse of Corpses It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, long, and deadly. |
Around waist | insulating rough leather belt of carrying (Nightmares) insulating rough leather belt of carrying (Nightmares)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% fire / +5% cold Maximum encumbrance: +20 Curse of Nightmares A belt that goes around your waist. |
In off hand | flaming steel shield of lightning resistance (+15%) (6 def, 2 armour, 42.5 block) (Nightmares) flaming steel shield of lightning resistance (+15%) (6 def, 2 armour, 42.5 block) (Nightmares)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer hits(melee): 6 fire Damage when the wearer is hit: 12 fire Changes resistances: +15% lightning Talent granted: +2 Block Curse of Nightmares Handheld deflection devices |
Cloak | Cloak of Deception (Corpses) Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 Curse of Corpses A black cloak, with subtle illusion enchantments woven in its very fabric. |
Main armor | Skin of Many (12 def, 6 armour) (Nightmares) Skin of Many (12 def, 6 armour) (Nightmares)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: +0.00(-) Cunning / Stealth Confusion immunity: +30% Fear immunity: +30% Maximum life: +40.00 Infravision radius: +3 Curse of Nightmares The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion (rad 6; power 21; turns 3; dispells darkness)sun infusion (rad 6; power 21; turns 3; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper ring of light (+22%) copper ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
iron battleaxe (11-16.5 power, 1 apr) (Corpses) iron battleaxe (11-16.5 power, 1 apr) (Corpses)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 11.0 - 16.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Corpses Massive two-handed battleaxes. |
iron battleaxe of massacre (17-25.5 power, 1 apr) (Nightmares) iron battleaxe of massacre (17-25.5 power, 1 apr) (Nightmares)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Nightmares Massive two-handed battleaxes. |
Siluta the stralite dagger (38-49.4 power, 10 apr) (Nightmares) Siluta the stralite dagger (38-49.4 power, 10 apr) (Nightmares)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Burst (radius 1) on hit: +4 physical When wielded/worn: Physical crit. chance: +14.0% Maximum encumbrance: +20 Life regen: +0.60 Curse of Nightmares Sharp, short and deadly. |
huntsman's steel dagger of erosion (10-13 power, 6 apr) (Nightmares) huntsman's steel dagger of erosion (10-13 power, 6 apr) (Nightmares)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +10 nature / +7 temporal Damage against: +6% Animal Curse of Nightmares Sharp, short and deadly. |
acidic dwarven-steel greatmaul (43.5-65.25 power, 2 apr) (Misfortune) acidic dwarven-steel greatmaul (43.5-65.25 power, 2 apr) (Misfortune)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +9 acid Curse of Misfortune Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. icy steel greatmaul of massacre (33-49.5 power, 2 apr) (Nightmares)icy steel greatmaul of massacre (33-49.5 power, 2 apr) (Nightmares) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +9 ice Curse of Nightmares Massive two-handed maul. |
huntsman's steel longsword of erosion (12.5-17.5 power, 3 apr) (Misfortune) huntsman's steel longsword of erosion (12.5-17.5 power, 3 apr) (Misfortune)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +12 nature / +5 temporal Damage against: +5% Animal Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword 'Xanor' (13-18.2 power, 3 apr) (Shrouds)steel longsword 'Xanor' (13-18.2 power, 3 apr) (Shrouds) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +4 acid When wielded/worn: Accuracy: +9 Defense: +5 Changes stats: +2 Cun Damage when the wearer hits(melee): 2 mind Psi each turn: +0.20 Psi when hit: +0.08 Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steady cured leather sling (Corpses)steady cured leather sling (Corpses) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +7 Talent cooldown: Steady Shot (-1 turn) Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
elemental steel waraxe of phasing (10-14 power, 10 apr) (Shrouds) elemental steel waraxe of phasing (10-14 power, 10 apr) (Shrouds)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage Shield penetration (this weapon only): +13% Damage conversion: 10% fire / 10% cold / 10% lightning / 10% acid Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Amidunarain the Shimmerfurnace (0 def, 0 armour) (Corpses)Amidunarain the Shimmerfurnace (0 def, 0 armour) (Corpses) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Wil Damage when the wearer is hit: 8 lightning Changes resistances: +18% light Changes damage: +3% lightning / +12% light Mental save: +18 Mindpower: +3 Mental crit. chance: +3% Defense after a teleport: +5 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe (0 def, 0 armour) (Misfortune) mindwoven linen robe (0 def, 0 armour) (Misfortune)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mental save: +16 Mindpower: +2 Mental crit. chance: +2% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe of frost (+16%) (0 def, 0 armour) (Corpses)woollen robe of frost (+16%) (0 def, 0 armour) (Corpses) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% cold Changes damage: +11% cold Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler's pair of rough leather boots of phasing (0 def, 1 armour) (Nightmares) traveler's pair of rough leather boots of phasing (0 def, 1 armour) (Nightmares)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +2 Mag / +2 Wil Maximum encumbrance: +20 Physical save: +6 Curse of Nightmares It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Crystle's Astral Bindings (0 def, 0 armour) (Misfortune)Crystle's Astral Bindings (0 def, 0 armour) (Misfortune) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Curse of Misfortune Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
grounding linen wizard hat of corrosion (+5%) (1 def, 0 armour) (Shrouds) grounding linen wizard hat of corrosion (+5%) (1 def, 0 armour) (Shrouds)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% acid / +5% lightning / +5% temporal Changes damage: +10% acid Curse of Shrouds A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. iron helm of might (0 def, 3 armour) (Madness)iron helm of might (0 def, 3 armour) (Madness) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Con Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of dexterity (+3) (0 def, 1 armour) (Nightmares) rough leather cap of dexterity (+3) (0 def, 1 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Curse of Nightmares A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Betana (2 def, 14 armour) (Misfortune)Betana (2 def, 14 armour) (Misfortune) Requires: - Strength 20 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +2 Fatigue: +14% Changes stats: +4 Cun / +4 Wil Mental save: +11 Poison immunity: +5% Teleport immunity: +5% Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing steel mail armour of fire resistance (2 def, 6 armour) (Misfortune)cleansing steel mail armour of fire resistance (2 def, 6 armour) (Misfortune) Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +19% fire / +11% nature / +10% blight Curse of Misfortune A suit of armour made of mail. |
rough leather armour (1 def, 2 armour) (Misfortune) rough leather armour (1 def, 2 armour) (Misfortune)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Curse of Misfortune A suit of armour made of leather. |
spiked rough leather armour of cold resistance (1 def, 2 armour) (Nightmares) spiked rough leather armour of cold resistance (1 def, 2 armour) (Nightmares)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when the wearer is hit: 10 physical Changes resistances: +15% cold Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked steel plate armour of acid resistance (4 def, 9 armour) (Nightmares)spiked steel plate armour of acid resistance (4 def, 9 armour) (Nightmares) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Damage when the wearer is hit: 12 physical Changes resistances: +15% acid Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. battle-ranger's quiver of ash arrows (25/25, 21.5-30.1 power, 7 apr)battle-ranger's quiver of ash arrows (25/25, 21.5-30.1 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 25 When wielded/worn: Ammo reloads per turns: +2 Arrows are used with bows to pierce your foes to death. |
6 agate 6 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 Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 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 Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 35 turns) iron pickaxe of endurance (dig speed 35 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
brass lantern 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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 is 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. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots (16/16, 18.5-22.2 power, 2 apr)pouch of steel shots (16/16, 18.5-22.2 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 16 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. steel torque of mindblast [power 133] (6 cooldown)steel torque of mindblast [power 133] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a beam (dam 66-133), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually lead to his doom. The book has a simple appearance: bound in leather with no markings on the cover. All of the pages are blank. |
4 amethyst 4 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% Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 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% 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 Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Your hatred grows even as your life fades! (+4 hate)
Cyramira the storm drake casts Healing Light.
Storm drake hatchling overcomes the gloom
Cyramira the storm drake receives 284 healing.
Cyramira the storm drake hits Sir Gawain for (8 absorbed), 0 lightning, (10 absorbed), 2 light (2 total damage).
Storm drake hatchling hits Sir Gawain for 30 physical damage.
Bleeding from Sir Gawain hits Cyramira the storm drake for 14 physical damage.
Sir Gawain hits Cyramira the storm drake for 44 physical, 9 mind, 4 fire, 6 physical, 14 fire, 4 fire (82 total damage).
Sir Gawain hits Storm drake hatchling for 4 fire damage.
Sir Gawain hits Storm drake hatchling for 12 fire damage.
Sir Gawain hits Storm drake for 4 fire damage.
Sir Gawain hits Storm drake hatchling for 4 fire damage.
Sir Gawain hits Storm drake hatchling for 4 fire damage.
Sir Gawain hits Storm drake hatchling for 4 fire, 12 fire (16 total damage).
Sir Gawain hits Storm drake hatchling for 4 fire damage.
Storm drake hatchling hits Sir Gawain for 32 physical damage.
Bleeding from Sir Gawain hits Storm drake hatchling for 6 physical damage.
Your hatred grows even as your life fades! (+4 hate)
Sir Gawain hits Storm drake for 12 fire damage.
Bleeding from Sir Gawain hits Storm drake for 6 physical damage.
Storm drake hits Sir Gawain for 47 physical damage.
Sir Gawain the level 15 skeleton cursed was impaled to death by a storm drake on level 1 of Intimidating Cave.
Sir Gawain deactivates Gloom.
Sir Gawain deactivates Stalk.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Storm drake killed Sir Gawain!