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 | Wyrmic |
Level / Exp | 30 / 56% |
Size | big |
Lifes / Deaths | Killed by Glyta the bee swarm at level 2 on the 74th Pyre 122nd year of Ascendancy at 11:48 4 / 2Killed by Iverekira the giant brown rat at level 3 on the 74th Pyre 122nd year of Ascendancy at 12:55 |
Primary Stats
Strength | 106 (base 60) |
Dexterity | 102 (base 60) |
Constitution | 102 (base 60) |
Magic | 100 (base 60) |
Willpower | 106 (base 60) |
Cunning | 114 (base 60) |
Resources
Life | 12618/12622 |
Equilibrium | 92 |
Stamina | 830/830 |
Psi_feedback | 1/435 |
Healing Factor | 2.0947197477907 |
Regeneration | 189.37309292384 |
Speed
Mental | +222.42471586396% |
Attack | +232.42471586396% |
Movement | +192.07114366912% |
Spell | +200% |
Global | +345% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 44 |
See Stealth | 5 |
See Invisible | 12 |
ESP Range | 15 |
ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
Damage | 353 |
Accuracy | 179 |
Crit Chance | 137% |
APR | 111 |
Speed | 0.31 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 77.75 |
Crit Chance | 48% |
Speed | 0.33333333333333 |
Cooldown Reduction | 56.55 |
Offense: Mind
Mindpower | 88.76 |
Crit Chance | 78% |
Speed | 0.3008199908966 |
Defense: Base
Armour (hardiness) | 361.32609326185 (100%) |
Defense | 74.8 |
Ranged Defense | 76.3 |
Fatigue | 37 |
Physical Save | 138.50714285714 |
Spell Save | 171.20555555556 |
Mental Save | 161.46620646514 |
Defense: Resistances
All | + 73%(100%) |
Defense: Immunities
Stun Resistance | 93% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 87% |
Poison Resistance | 10% |
Blind Resistance | 81% |
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: 7 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 | 5.90 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 6.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 6.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 6.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fire drake aspect | 5.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 5.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 5.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 5.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 34.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 5.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 9.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 13.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 11.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Precise Strikes |
talent | Elemental Harmony |
talent | Exploit Weakness |
talent | Wild Growth |
talent | Icy Skin |
talent | Meditation |
detrimental effect | Huge cut that bleeds, doing 7.70 physical damage per turn. Bleeding |
beneficial effect | Countering melee attacks: Has a 86% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
beneficial effect | Increases all stats by 27. Elemental Harmony |
Quests
You abandoned lone alchemist to death. Escort: lone alchemist (level 3 of Old Forest) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 1 of Old Forest) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 3 of Trollmire) | failed |
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 iron boots 'Glitteroblivion' (0 def, 13 armour) pair of iron boots 'Glitteroblivion' (0 def, 13 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +13 Fatigue: +2% Effects on melee hit: * 40% chance to blind Changes stats: +4 Str / +4 Con Changes resistances: +6% light Changes damage: +6% physical Critical mult.: +5.00% Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Mana when firing critical spell: +2.00 Spellpower: +4 (+1 eff.) Infravision radius: +4 Damage Shield penetration: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Erelezilabar ErelezilabarInfused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +2 Dex / +4 Wil / +2 Cun Changes resistances: +6% blight Changes resistances penetration: +5% blight Changes damage: +6% mind Mental save: +7 (+1 eff.) Light radius: +2 See stealth: +5 See invisible: +5 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 | iron helm 'Chargesear' (0 def, 3 armour) iron helm 'Chargesear' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn * 30% chance to daze Damage when hit (Melee): 6 physical Changes stats: +3 Str Changes resistances: +6% lightning / +14% temporal Changes resistances penetration: +5% lightning It can be used to activate talent Skullcracker, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 936.4 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets 'Radiancehue' (0 def, 1 armour) iron gauntlets 'Radiancehue' (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+1 eff.) Armour: +1 Effects on melee hit: * 15% chance to blind Damage (Melee): 5 cold Changes stats: +3 Dex / +3 Mag Changes resistances: +6% cold / +6% light / +9% nature Changes resistances penetration: +5% nature Changes damage: +4% arcane / +4% cold Light radius: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Flaremaster the ash totem of thorny skin [power 27] (2/1 cooldown) Flaremaster the ash totem of thorny skin [power 27] (2/1 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +2 Wil Maximum wards: +3 acid / +2 nature / +3 light Grants telepathy: Dragon Talent granted: +1 Ward Mental save: +10 (+1 eff.) Mindpower: +10 (+2 eff.) It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, putting all charms on cooldown for 1 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | Oladunavor the Kindlefame Oladunavor the KindlefameCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +6% mind / +6% fire Changes damage: +9% fire Stun/Freeze immunity: +20% Life regen: +1.10 Rings can have magical properties. |
On fingers | Aliderand the Stokeserpent Aliderand the StokeserpentPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +24% darkness Changes resistances penetration: +10% blight / +10% fire Changes damage: +12% darkness / +3% fire Rings can have magical properties. |
Around neck | Eclipseslice the copper amulet Eclipseslice the copper amuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +3 Cun Changes resistances: +3% darkness Changes resistances penetration: +20% darkness Blindness immunity: +13% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
In main hand | Yvytira the steel longsword (22-30.8 power, 3 apr) Yvytira the steel longsword (22-30.8 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 22.0 - 30.8 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% On weapon hit: * 40% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +17 insidious poison When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 8 mind / 8 blight Changes resistances: +3% blight Sharp, long, and deadly. |
Around waist | rough leather belt 'Carrionbiter' rough leather belt 'Carrionbiter'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Changes stats: +3 Wil Changes damage: +12% nature Grants telepathy: Demon/Minor Demon/Major Critical mult.: +6.00% Physical save: +7 (+1 eff.) Mental save: +10 (+1 eff.) Equilibrium when hit: +0.04 Maximum life: +58.00 Maximum mana: +39.00 Maximum stamina: +28.00 Maximum hate: +11.00 Maximum psi: +22.00 Maximum vim: +24.00 Maximum pos.energy: +23.00 Maximum neg.energy: +24.00 Mindpower: +7 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +11 A belt that goes around your waist. |
In off hand | steel shield 'Brodaregoldir' (6 def, 2 armour, 12.5-15 power, 40 block) steel shield 'Brodaregoldir' (6 def, 2 armour, 12.5-15 power, 40 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 On weapon hit: * 30% chance to corrode armour Damage (Melee): +10 cold When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 5 acid / 6 cold Damage when hit (Melee): 15 acid / 11 ice Changes resistances: +6% nature / +17% fire Talent granted: +2 Block Poison immunity: +10% Stun/Freeze immunity: +5% Handheld deflection devices. |
Cloak | Zerynarihir the Deepsrend (1 def, 0 armour) Zerynarihir the Deepsrend (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn * 30% chance to inflict damage reduction Changes stats: +2 Str / +1 Con Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Bethinn (12 def, 12 armour) Bethinn (12 def, 12 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Fatigue: +22% Effects on melee hit: * 40% chance to gain 10% of a turn Damage (Melee): 9 acid / 14 fire Damage when hit (Melee): 9 acid / 10 fire / 4 blight Changes stats: +2 Cun Changes resistances: +13% acid / +9% temporal / +3% blight / +16% fire / +18% cold Changes damage: +3% blight Mental save: +14 (+2 eff.) A suit of armour made of metal plates. |
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. |
Higund HigundCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Cun Talent mastery: +0.14 Technique / Combat training Mental save: +6 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
iron battleaxe (16.5-24.75 power, 1 apr) iron battleaxe (16.5-24.75 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.5 - 24.8 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% Massive two-handed battleaxes. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 (+1 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold A belt that goes around your waist. |
Cloudwoe (1 def, 0 armour) Cloudwoe (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +2 Cun / +2 Dex Changes resistances: +6% blight Changes damage: +3% blight / +15% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adytha the pair of iron boots (0 def, 8 armour) Adytha the pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Effects on melee hit: * 40% chance to corrode armour Changes stats: +2 Mag / +3 Wil / +3 Con Changes resistances: +6% acid / +6% fire / +6% cold / +3% mind / +6% lightning Changes resistances penetration: +6% physical Changes damage: +9% acid / +3% mind Spell save: +2 (+0 eff.) Lowers spell cool-downs by: 10% Mindpower: +4 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 2 cooldown : Effective talent level: 1.0 Power cost: 2 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Beloseba the Stokemoon (3 def, 3 armour) Beloseba the Stokemoon (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Damage when hit (Melee): 20 fire Changes resistances: +6% fire Changes damage: +6% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Khelildir the Kilnquill (0 def, 1 armour) Khelildir the Kilnquill (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +1 Changes stats: +3 Dex Changes resistances: +3% blight Changes damage: +6% fire Reduces incoming crit damage: 10.00% Physical save: +6 (+1 eff.) Mental save: +3 (+0 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Vorumima the Balancesmash (0 def, 1 armour) Vorumima the Balancesmash (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+1 eff.) Armour: +1 Effects on melee hit: * 30% chance to daze Changes stats: +3 Dex Changes resistances: +3% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bokahad the linen wizard hat (1 def, 0 armour) Bokahad the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Dex / +2 Wil / +5 Cun Reduces incoming crit damage: 15.00% Mental save: +7 (+1 eff.) See invisible: +3 A pointy cloth hat, very wizardly... |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
Adayanne the Noonreign (4 def, 9 armour) Adayanne the Noonreign (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 12 light Changes resistances: +3% light Changes resistances penetration: +25% light Life regen: +1.50 Maximum life: +82.00 Light radius: +3 Healing mod.: +18% A suit of armour made of metal plates. |
Woewinter (3 def, 7 armour) Woewinter (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +11% arcane Spell save: +10 (+1 eff.) A suit of armour made of metal plates. |
steel plate armour 'Arcrip' (4 def, 17 armour) steel plate armour 'Arcrip' (4 def, 17 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +29% Changes stats: +3 Str / +9 Con Changes resistances: +9% lightning / -12% light / +6% blight / +7% fire / +6% darkness Changes resistances penetration: +10% blight Changes damage: +12% blight / +3% lightning Physical save: +6 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +6 (+1 eff.) Maximum life: +48.00 A suit of armour made of metal plates. |
reinforced dwarven-steel shield of cold resistance (+15%) (8 def, 6 armour, 26.5-31.8 power, 96 block) reinforced dwarven-steel shield of cold resistance (+15%) (8 def, 6 armour, 26.5-31.8 power, 96 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.5 - 31.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +96 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold Talent granted: +3 Block Handheld deflection devices. |
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. |
943 alchemist agate 943 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 spinel 5 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. |
Zanechik ZanechikInfused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +6 Wil Changes damage: +9% mind Mental crit. chance: +2% 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. |
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. |
Rod of Recall (36/36) Rod of Recall (36/36)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 11 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 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. |
Glintvein [power 25] (2/1 cooldown) Glintvein [power 25] (2/1 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +6% light Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +1.00 Light radius: +1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 1 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
Isytha the elm totem of thorny skin [power 12] (2/1 cooldown) Isytha the elm totem of thorny skin [power 12] (2/1 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Mag Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 It can be used to harden the skin for 7 turns increasing armour by 12 and armour hardiness by 30%, putting all charms on cooldown for 1 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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% Latent Damage Type: Arcane 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. |
Achievements
By drake the Superhuman Wyrmic level 9
74th Pyre 122nd year of Ascendancy at 20:31 see stats
By drake the Superhuman Wyrmic level 10
74th Pyre 122nd year of Ascendancy at 22:58 see stats
By drake the Superhuman Wyrmic level 10
74th Pyre 122nd year of Ascendancy at 21:23 see stats
By drake the Superhuman Wyrmic level 20
77th Pyre 122nd year of Ascendancy at 03:28 see stats
By drake the Superhuman Wyrmic level 30
77th Pyre 122nd year of Ascendancy at 08:22 see stats
By drake the Superhuman Wyrmic level 29
77th Pyre 122nd year of Ascendancy at 07:49 see stats
By drake the Superhuman Wyrmic level 8
74th Pyre 122nd year of Ascendancy at 20:23 see stats
By drake the Superhuman Wyrmic level 4
74th Pyre 122nd year of Ascendancy at 13:35 see stats
By drake the Superhuman Wyrmic level 2
74th Pyre 122nd year of Ascendancy at 11:03 see stats
Log
You gain 20.33 gold from the transmogrification of steel greatmaul 'Falakalthorain' (40.5-60.75 power, 2 apr).
You gain 4.83 gold from the transmogrification of balanced steel greatmaul of erosion (27-40.5 power, 2 apr).
You gain 0.70 gold from the transmogrification of steel dagger of massacre (16.5-21.45 power, 6 apr).
You gain 1.25 gold from the transmogrification of steel dagger of amnesia (12.5-16.25 power, 6 apr).
You gain 4.01 gold from the transmogrification of insidious steel dagger of the mystic (11.5-14.95 power, 6 apr).
You gain 1.83 gold from the transmogrification of insidious steel dagger of massacre (18.5-24.05 power, 6 apr).
You gain 2.06 gold from the transmogrification of hateful steel dagger of massacre (18-23.4 power, 6 apr).
You gain 0.95 gold from the transmogrification of dwarven-steel dagger of massacre (22.5-29.25 power, 7 apr).
You gain 4.07 gold from the transmogrification of balanced dwarven-steel dagger of erosion (19.5-25.35 power, 7 apr).
You gain 2.13 gold from the transmogrification of arcing steel dagger of projection (11.5-14.95 power, 6 apr).
You gain 2.23 gold from the transmogrification of acidic steel dagger of projection (13-16.9 power, 6 apr).
You gain 1.14 gold from the transmogrification of acidic steel dagger (11-14.3 power, 6 apr).
You gain 15.97 gold from the transmogrification of Mayadhebrekira the steel dagger (11-14.3 power, 6 apr).
You gain 18.92 gold from the transmogrification of Isisemina the steel dagger (11-14.3 power, 6 apr).
You gain 1.60 gold from the transmogrification of steel battleaxe of projection (21-31.5 power, 2 apr).
You gain 1.60 gold from the transmogrification of steel battleaxe of projection (19.5-29.25 power, 2 apr).
You gain 5.00 gold from the transmogrification of balanced steel battleaxe of dampening (21.5-32.25 power, 2 apr).
You gain 3.58 gold from the transmogrification of balanced steel battleaxe (22.5-33.75 power, 2 apr).
You gain 16.60 gold from the transmogrification of Furnacepall the steel battleaxe (22.5-33.75 power, 2 apr).
You gain 1.76 gold from the transmogrification of psionicist's steel ring of darkness (+22%).
You gain 2.00 gold from the transmogrification of starlit steel amulet of cunning (+3).
There is a way to the previous level here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Drake deactivates Exploit Weakness.
Drake deactivates Precise Strikes.
Drake stops bleeding.
Drake deactivates Elemental Harmony.
Drake deactivates Icy Skin.
Drake meditates on nature.
Drake deactivates Wild Growth.