Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.4.3
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:
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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 v2.5e: Revised high level play for ToME 1.4.0Version 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. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ashes of Urh'Rok 1.4.0Official 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:
Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.4.4Official 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:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Damned Class 1.2.5Adds a new afflicted class. Verdant Class Pack 1.3.3Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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: Spell Merchants 1.0.0 Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Superhuman |
Class | Emblazoned |
Level / Exp | 34 / 84% |
Size | big |
Lifes / Deaths | Killed by stone golem at level 30 on the 75th Pyre 122nd year of Ascendancy at 16:14 / 7Killed by Weljamgor the dolleg at level 30 on the 75th Pyre 122nd year of Ascendancy at 17:33 Killed by Elor the dolleg at level 30 on the 75th Pyre 122nd year of Ascendancy at 18:46 Killed by Elor the dolleg at level 30 on the 75th Pyre 122nd year of Ascendancy at 19:55 Killed by Elor the dolleg at level 30 on the 75th Pyre 122nd year of Ascendancy at 21:05 Killed by Kosasot the quasit at level 30 on the 75th Pyre 122nd year of Ascendancy at 22:31 Killed by Zenusi the dolleg at level 32 on the 76th Pyre 122nd year of Ascendancy at 00:45 |
Primary Stats
Strength | 35 (base 10) |
Dexterity | 48 (base 10) |
Constitution | 54 (base 20) |
Magic | 79 (base 60) |
Willpower | 79 (base 60) |
Cunning | 108 (base 60) |
Resources
Life | 1781/2074 |
Mana | 579/657 |
Stamina | 338/386 |
Vim | 88/109 |
Healing Factor | 1.28 |
Regeneration | 15.104 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +209.07304111773% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 6 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 134 |
Accuracy | 52 |
Crit Chance | 85% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 74% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 76% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 13.154903502007 (30%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 65 |
Mental Save | 71 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Fear Resistance | 0% |
Disarm Resistance | 5% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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: 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 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Midnight | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Corruption / Shadowflame | 1.46 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Candle | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Corruption / Bone | 3.46 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Blaze | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Spellblaze | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Corruption / Night | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Corruption / Fearfire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom covenant | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Generic Talents
Corruption / Herald | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Spirit | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Infernal Awe |
talent | Blood Vengeance |
talent | Shadowblaze |
talent | Shattered Mind |
talent | Willful Tormenter |
talent | Bone Shield |
talent | Flame of Urh'Rok |
talent | ...Deepest Shadows |
talent | Exploit Weakness |
talent | Dancing Flame |
talent | Defensive Posture |
talent | Soulbreak |
talent | Brightest Lights... |
talent | Overkill |
beneficial effect | All damage affinity increased by 15%. Dark ReignWill not die until -77 life |
beneficial effect | Countering melee attacks: Has a 24% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
Equipment
On feet | Flashwish (0 def, 3 armour) Flashwish (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +8 Dex / +1 Mag / +3 Wil / +3 Cun / +10 Lck Changes damage: +27% light / +9% temporal Stealth bonus: +8 Stamina each turn: +0.60 Mana each turn: +0.26 Maximum mana: +34.00 Maximum stamina: +20.00 Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
Light source | Manahir the brass lantern Manahir the brass lanternInfused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +2 Con Changes resistances: +7% blight Grants telepathy: Dragon Critical mult.: +15.00% Physical save: +12 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +17 (+4 eff.) Life regen: +1.50 Maximum hate: +4.00 Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +5% Light radius: +5 Heals friendly targets nearby when you use a nature summon: +30 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 | cashmere wizard hat 'Dimbreak' (2 def, 0 armour) cashmere wizard hat 'Dimbreak' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 16 darkness Changes stats: +5 Mag / +6 Wil / +9 Cun Changes resistances: +3% mind Changes resistances penetration: +15% darkness Changes damage: +6% darkness Spell save: +8 (+2 eff.) Mental save: +30 (+8 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +3.30 Mental crit. chance: +6% Damage Shield Power: +11% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 201 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Tool | Cracklecutter the stralite torque of psychoportation [power 48] (3/30 cooldown) Cracklecutter the stralite torque of psychoportation [power 48] (3/30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +1 Str / +1 Mag / +2 Cun Maximum wards: +7 physical / +11 mind / +9 darkness Changes damage: +9% darkness / +12% lightning Talent granted: +3 Ward It can be used to teleport randomly (rad 48), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | Salowe SaloweInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +6 Str / +10 Con Changes resistances: +9% acid / +2% physical Changes damage: +6% blight Critical mult.: +10.00% Physical save: +6 (+2 eff.) Spell save: +37 (+9 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +5% Life regen: +0.70 Maximum life: +52.00 Maximum stamina: +14.00 Healing mod.: +13% Rings can have magical properties. |
Around waist | rough leather belt 'Emelada' rough leather belt 'Emelada'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +15% acid Changes resistances penetration: +5% acid Changes damage: +9% mind Critical mult.: +7.00% Trap disarming bonus: +8 Stealth bonus: +7 Spell save: +6 (+1 eff.) Maximum life: +36.00 Maximum psi: +40.00 Mindpower: +2 (+0 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
In main hand | Belysarion the dragonbone magestaff (37-44.4 power, 6 apr, lightning element) Belysarion the dragonbone magestaff (37-44.4 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 37.0 - 44.4 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 physical When wielded/worn: Physical crit. chance: +12.0% Physical power: +2 (+0 eff.) Defense: +17 (+5 eff.) Damage (Melee): 8 % chance of confusion Changes resistances: +1% physical Changes damage: +37% lightning Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.46 Mana when firing critical spell: +3.00 Maximum stamina: +10.00 Spellpower: +39 (+10 eff.) Spell crit. chance: +5% Damage Shield penetration: +46% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | rough leather gloves 'Kindletyphoon' (0 def, 1 armour) rough leather gloves 'Kindletyphoon' (0 def, 1 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +7 Armour: +1 Effects on melee hit: * 15% chance to corrode armour Damage (Melee): 7 blight Changes stats: +6 Str / +7 Dex / +10 Cun Changes resistances: +6% blight / +7% darkness / +3% light Changes damage: +4% blight / +12% light Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+2 eff.) Infravision radius: +2 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Cuthahor the Duskrock (0 def, 0 armour) Cuthahor the Duskrock (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness / 4 fire Changes stats: +2 Cun Changes resistances: +12% mind / +16% cold Changes resistances penetration: +20% fire Changes damage: +12% mind / +11% cold / +3% darkness / +6% fire Critical mult.: +12.00% Mental save: +18 (+5 eff.) Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Brightwinnow (1 def, 0 armour) Brightwinnow (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +2 Str / +2 Con Changes resistances: +25% darkness / +5% arcane Changes resistances penetration: +14% darkness Changes damage: +14% darkness / +15% arcane / +6% light Stealth bonus: +14 Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+2 eff.) Maximum life: +48.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Grinerath the copper amulet Grinerath the copper amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 Fatigue: -10% Changes stats: +9 Dex / +2 Mag / +8 Cun / +10 Con Changes resistances penetration: +15% mind / +5% physical Changes damage: +5% acid / +5% fire / +5% cold / +5% lightning Talent masteries: +0.16 Corruption / Shadowflame +0.16 Corruption / Bone Life regen: +1.30 Stamina each turn: +1.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Movement speed: +20% Healing mod.: +15% Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
regeneration infusion of the psychic (heal 613 over 5 turns) regeneration infusion of the psychic (heal 613 over 5 turns)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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Willpower stat. 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. |
shielding rune of the warrior (absorb 370 for 3 turns) shielding rune of the warrior (absorb 370 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 370 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 160% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 10.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 206.55 physical damage to all targets in line, and inflicting bleeding for another 103.27 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Polutira (10-12 power, 2 apr, fire element) Polutira (10-12 power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 blight When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +3.0% Armour: +8 Defense: +7 (+2 eff.) Changes stats: +1 Mag Changes resistances: +3% physical Maximum wards: +3 fire Changes damage: +10% fire Talents granted: +2 Ward +1 Command Staff Spell save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum neg.energy: +25.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: -1 Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, temporal element) elm starstaff (10-12 power, 2 apr, temporal element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% temporal Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Heatbutcher' (10-12 power, 2 apr, physical element) elm starstaff 'Heatbutcher' (10-12 power, 2 apr, physical element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 temporal Burst (radius 2) on crit: +4 temporal When wielded/worn: Armour: +8 Armour Hardiness: +8% Effects on melee hit: * 30% chance to gain 10% of a turn Changes resistances: +9% temporal Changes damage: +9% fire / +10% physical Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 (+4 eff.) Spell crit. chance: +7% It can be used to unleash an elemental blastwave, dealing 90.42 to 108.51 physical damage in a radius 2 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skybrace (4 def, 7 armour) Skybrace (4 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -3% Changes stats: +2 Str / +3 Dex / +1 Mag / +3 Cun / +2 Con Changes resistances penetration: +20% temporal Reduces incoming crit damage: 5.00% Stamina each turn: +0.30 Maximum life: +34.00 Infravision radius: +2 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 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. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx 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. |
322 alchemist agate 322 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap 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. |
Achievements
By blaz the Superhuman Emblazoned level 33
76th Pyre 122nd year of Ascendancy at 03:34 see stats
By blaz the Superhuman Emblazoned level 30
74th Pyre 122nd year of Ascendancy at 23:22 see stats
By blaz the Superhuman Emblazoned level 10
74th Pyre 122nd year of Ascendancy at 11:08 see stats
By blaz the Superhuman Emblazoned level 20
74th Pyre 122nd year of Ascendancy at 13:23 see stats
By blaz the Superhuman Emblazoned level 30
74th Pyre 122nd year of Ascendancy at 19:26 see stats
By blaz the Superhuman Emblazoned level 30
75th Pyre 122nd year of Ascendancy at 15:20 see stats
Log
You gain 3.16 gold from the transmogrification of voratun battleaxe of projection (56.5-84.75 power, 4 apr).
You gain 25.00 gold from the transmogrification of Cloudjam (71.5-107.25 power, 4 apr).
You gain 6.43 gold from the transmogrification of shimmering dragonbone magestaff of might (30-36 power, 6 apr, lightning element).
You gain 4.50 gold from the transmogrification of dragonbone magestaff of fate (30-36 power, 6 apr, lightning element).
You gain 4.12 gold from the transmogrification of potent elven-wood magestaff of might (33-39.6 power, 5 apr, cold element).
You gain 1.99 gold from the transmogrification of potent elm vilestaff of fate (13-15.6 power, 2 apr, darkness element).
You gain 2.95 gold from the transmogrification of invisibility rune (power 10 for 9 turns).
You gain 2.08 gold from the transmogrification of heat beam rune (241 fire damage).
You gain 1.75 gold from the transmogrification of magic missile rune of the duelist (124 arcane damage).
You gain 1.09 gold from the transmogrification of oxygen infusion (stamina 196 over 10 turns).
You gain 1.50 gold from the transmogrification of wild infusion of the titan (resist 24%; cure mental).
You gain 1.92 gold from the transmogrification of regeneration infusion of the psychic (heal 578 over 5 turns).
Blaz deactivates ...Deepest Shadows.
The demonic visions in blaz's shadows disappear.
Blaz deactivates Dancing Flame.
The demonic flame around blaz calms down and disappears.
Blaz deactivates Shadowblaze.
blaz's shadows no longer burn black.
Blaz deactivates Willful Tormenter.
Blaz deactivates Exploit Weakness.
Blaz deactivates Brightest Lights....
Blaz deactivates Infernal Awe.
Blaz deactivates Shattered Mind.
Blaz deactivates Blood Vengeance.
Blaz deactivates Bone Shield.
Blaz deactivates Overkill.
Blaz is no longer subject to the dark power.
Blaz deactivates Soulbreak.
Blaz deactivates Defensive Posture.
Blaz deactivates Flame of Urh'Rok.