Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5d: 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: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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! 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: Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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 Adventure |
Sex | Male |
Race | Superhuman |
Class | Blighted |
Level / Exp | 12 / 79% |
Size | medium |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 62.908619354124 (base 37) |
Dexterity | 74.817238708248 (base 37) |
Constitution | 69.817238708248 (base 37) |
Magic | 66.908619354124 (base 37) |
Willpower | 81.817238708248 (base 37) |
Cunning | 84.817238708248 (base 37) |
Resources
Hate | 100/100 |
Psi | 337/337 |
Vim | 344/344 |
Life | 2251/2251 |
Equilibrium | 20 |
Stamina | 448/448 |
Psi_feedback | 0/165 |
Healing Factor | 1.2 |
Regeneration | 32.4 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +385% |
Spell | +200% |
Global | +255% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 25.817238708248 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 30 |
Accuracy | 67 |
Crit Chance | 45% |
APR | 87 |
Speed | 0.33 |
Offense: Offhand
Damage | 25 |
Accuracy | 67 |
Crit Chance | 40% |
APR | 84 |
Speed | 0.33 |
Offense: Spell
Spellpower | 53.302873118041 |
Crit Chance | 43% |
Speed | 0.33333333333333 |
Cooldown Reduction | 21.45 |
Offense: Mind
Mindpower | 66.049740644768 |
Crit Chance | 54% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 73 (100%) |
Defense | 70.125818064034 |
Ranged Defense | 74.602972902565 |
Fatigue | 1 |
Physical Save | 84.040810064366 |
Spell Save | 85.160810064366 |
Mental Save | 89.414413419155 |
Defense: Resistances
All | + 22%(100%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 100% |
Fear Resistance | 50% |
Instadeath Resistance | 100% |
Poison Resistance | 70% |
Knockback Resistance | 50% |
Inscriptions (3/3)
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: 12 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 | 2.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Suffering | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Finality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Vengeance | 3.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Plague | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Fears | 13.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Nightmare | 3.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Torture | 3.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 4.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 17.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Gestures | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Dark sustenance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Torment | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Psionic / Dreaming | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Victim |
talent | Blood Vengeance |
talent | Gesture of Pain |
talent | Willful Tormenter |
talent | Exploit Weakness |
talent | Overkill |
talent | Elemental Harmony |
talent | Memory |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 11.9)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +36% critical damage, +31% off-hand weapon damage Power 2+: -1 Luck, +23 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 7.1% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 14.9)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +30 Defense, +15 Ranged Defense Power 2+: -1 Luck, +29 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+71% chance to avoid traps). Power 4+: Unfortunate End: There is a 52% chance that the damage you deal will increase by 45% if the increase would be enough to kill your opponent. |
beneficial effect | Countering melee attacks: Has a 71% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 15.9)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +34% damage against the undead. Power 2+: -1 Luck, +16 Strength, +16 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 16. Power 4+: Reprieve from Death: Humanoids you slay have a 62% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Guarding against melee damage: Will dismiss up to 31 damage from the next 2.0 attack(s) with a 4% chance to counterattack. Guarded |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 13.9): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 4% when tested. Power 1+: Removed from Reality: +15 Physical Resistance, +11 Maximum Physical Resistance Power 2+: -1 Luck, +27 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 28 air and an additional 9 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 25 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 11.9)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 2%) for 4 turns. Power 1+: Nightwalker: +48 Darkness Resistance, +18% Max Darkness Resistance, +26 See Invisible Power 2+: -1 Luck, +23 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 55% 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 55% for 3 turns. |
Quests
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
On feet | pair of rough leather boots 'Urtholin' (Misfortune) (3 def, 1 armour) pair of rough leather boots 'Urtholin' (Misfortune) (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Grants telepathy: Demon/Minor Demon/Major Psi when hit: +0.04 Mental crit. chance: +5% Curse of Misfortune A pair of boots made of leather. |
Light source | Summertide Phial (Shrouds) Summertide Phial (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% Curse of Shrouds It can be used to call light (136 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | linen wizard hat 'Adutira' (Corpses) (1 def, 0 armour) linen wizard hat 'Adutira' (Corpses) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +6% fire / +5% cold Changes damage: +6% arcane Mental save: +15 (+3 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Curse of Corpses A pointy cloth hat, very wizardly... |
On hands | Sludgegrip (Corpses) (0 def, 0 armour) Sludgegrip (Corpses) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Curse of Corpses These gloves are coated with a thick, green liquid. |
Tool | Prox's Lucky Halfling Foot (Misfortune) Prox's Lucky Halfling Foot (Misfortune)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Misfortune 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 toll 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 that it stinks. |
On fingers | copper ring 'Betiba' (Misfortune) copper ring 'Betiba' (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +3 Cun Changes resistances penetration: +10% blight Changes damage: +9% temporal Curse of Misfortune Rings can have magical properties. |
Around neck | copper amulet 'Voidstalker' (Misfortune) copper amulet 'Voidstalker' (Misfortune)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +6% physical Changes resistances penetration: +5% darkness Changes damage: +15% mind / +3% darkness Stamina each turn: +0.20 Curse of Misfortune Amulets can have magical properties. |
In main hand | Serpent's Glare (Corpses) (91% power, 15 apr, nature damage) Serpent's Glare (Corpses) (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical 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% Curse of Corpses 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 238.82 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Around waist | Skysun (Madness) Skysun (Madness)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to disease Changes stats: +4 Mag / +4 Wil Changes resistances: +6% blight / +3% lightning / +7% darkness / +6% light Changes damage: +6% lightning Spell crit. chance: +4% Curse of Madness A belt that goes around your waist. |
In off hand | Galewish (Corpses) (75% power, 12 apr, nature damage) Galewish (Corpses) (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 lightning When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +3% lightning Changes damage: +3% acid / +6% temporal Equilibrium when hit: +0.70 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Arevena the linen cloak (Corpses) (1 def, 0 armour) Arevena the linen cloak (Corpses) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Cun / +5 Dex Stamina each turn: +0.40 Healing mod.: +10% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | linen robe 'Morbushack' (Nightmares) (0 def, 0 armour) linen robe 'Morbushack' (Nightmares) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 8 nature Changes resistances: +6% nature / +16% fire Changes damage: +12% nature / +11% fire Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
mossy mindstar 'Zerohir' (Corpses) (75% power, 12 apr, nature damage) mossy mindstar 'Zerohir' (Corpses) (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Damage (Melee): +8 acid When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +2 Wil Physical save: +3 (+1 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (Madness) (75% power, 12 apr, mind damage) mossy mindstar (Madness) (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (Shrouds) (75% power, 12 apr, mind damage) mossy mindstar (Shrouds) (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Barkresolve (Misfortune) Barkresolve (Misfortune)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +7% darkness Changes damage: +3% nature Critical mult.: +20.00% Curse of Misfortune A belt that goes around your waist. |
linen cloak of protection (Misfortune) (1 def, 0 armour) linen cloak of protection (Misfortune) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (Shrouds) (0 def, 0 armour) linen robe (Shrouds) (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather gloves 'Belonor' (Shrouds) (0 def, 1 armour) rough leather gloves 'Belonor' (Shrouds) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 fire Changes resistances: +3% acid / +6% fire / +5% arcane / +9% light Changes damage: +4% fire Mental crit. chance: +2% Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
3 agate 3 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. |
168 alchemist agate (Madness) 168 alchemist agate (Madness)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Madness Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Earthquake (Shrouds) Earthquake (Shrouds)Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +15% nature / +3% fire Changes resistances penetration: +10% fire Light radius: +5 Curse of Shrouds 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. |
brass lantern (Shrouds) brass lantern (Shrouds)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Shrouds 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. |
Imp Claw (Corpses) Imp Claw (Corpses)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 Curse of Corpses It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 195.98 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
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 238/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
3 citrine 3 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. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By crash the Superhuman Blighted level 9
74th Pyre 122nd year of Ascendancy at 17:33 see stats
By crash the Superhuman Blighted level 5
74th Pyre 122nd year of Ascendancy at 13:24 see stats
By crash the Superhuman Blighted level 10
74th Pyre 122nd year of Ascendancy at 18:23 see stats
By crash the Superhuman Blighted level 4
74th Pyre 122nd year of Ascendancy at 11:18 see stats
By crash the Superhuman Blighted level 2
74th Pyre 122nd year of Ascendancy at 11:08 see stats
Log
You gain 0.77 gold from the transmogrification of rough leather armour of acid resistance (Corpses) (1 def, 2 armour).
You gain 0.92 gold from the transmogrification of stabilizing rough leather cap of strength (+2) (Nightmares) (0 def, 1 armour).
You gain 3.85 gold from the transmogrification of verdant linen robe (Nightmares) (0 def, 0 armour).
You gain 0.78 gold from the transmogrification of enveloping linen cloak (Corpses) (7 def, 0 armour).
You gain 0.39 gold from the transmogrification of grounding rough leather belt (Madness).
You gain 2.54 gold from the transmogrification of short elm magestaff of might (Misfortune) (100% power, 2 apr, cold element).
You gain 18.82 gold from the transmogrification of Arthintir the elm starstaff (Nightmares) (100% power, 2 apr, temporal element).
You gain 0.84 gold from the transmogrification of mossy mindstar of the jelly (Misfortune) (75% power, 12 apr, nature damage).
You gain 3.35 gold from the transmogrification of manaburning mossy mindstar of life (Nightmares) (77% power, 12 apr, nature damage).
You gain 1.19 gold from the transmogrification of gifted mossy mindstar of slime (Nightmares) (72% power, 12 apr, mind damage).
You gain 0.65 gold from the transmogrification of gifted mossy mindstar (Misfortune) (72% power, 12 apr, mind damage).
You gain 0.45 gold from the transmogrification of iron mace of massacre (Shrouds) (118% power, 2 apr).
You gain 0.25 gold from the transmogrification of iron mace (Misfortune) (104% power, 2 apr).
You gain 2.29 gold from the transmogrification of steady elm longbow of cold (Corpses).
You gain 4.15 gold from the transmogrification of balanced iron greatsword of erosion (Misfortune) (116% power, 1 apr).
You gain 11.16 gold from the transmogrification of Stormwyrd the iron greatmaul (Shrouds) (132% power, 1 apr).
You gain 1.09 gold from the transmogrification of manasurge rune of the wizard (868% regen over 10 turns; 43 instant mana).
You gain 1.50 gold from the transmogrification of wild infusion of the duelist (resist 19%; cure physical).
There is a Passageway into the Trollmire here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.
Crash deactivates Blood Vengeance.
Crash deactivates Memory.
Crash deactivates Overkill.
Crash deactivates Willful Tormenter.
Crash deactivates Exploit Weakness.
Crash deactivates Elemental Harmony.
Crash deactivates Victim.
Crash deactivates Gesture of Pain.