Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Embers of Rage 1.5.0Official 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 1.5.0Combines 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: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Ogres Look Like Shalore 1.4.5Changes the Ogre graphics to the Shalore graphics. Created by request for appolyon. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Talents Work With Any Weapon 1.5.5Berserker punching orcs to death? Temporal Warden using guns? Why is this Sawbutcher using Mindstars? This mod removes some restrictions to let almost every talent work with almost any weapon. This mod is currently under development, so beware of potential problems and please report any bugs or errors here or preferably in the discussion thread. Suggestions are also welcome. More details and technical info can be found in the thread. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.5.0Official 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:
Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Harbinger 1.5.5 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 | Female |
Race | Thalore |
Class | Adventurer |
Level / Exp | 29 / 44% |
Size | huge |
Lifes / Deaths | Killed by Lisirin the slumbering wolf at level 8 on the 5th Mirth 122nd year of Ascendancy at 19:12 / 2Killed by Belemina the slumbering wolf at level 9 on the 6th Mirth 122nd year of Ascendancy at 01:09 |
Primary Stats
Strength | 101 (base 60) |
Dexterity | 83 (base 60) |
Constitution | 103 (base 60) |
Magic | 90 (base 60) |
Willpower | 83 (base 60) |
Cunning | 85 (base 53) |
Resources
Mana | 567/567 |
Equilibrium | 25 |
Vim | 312/312 |
Life | 4730/4730 |
Stamina | 332/332 |
Psi | 262/262 |
Healing Factor | 1.970989010989 |
Regeneration | 137.16028200195 |
Speed
Mental | +46.72863780958% |
Attack | +46.72863780958% |
Movement | +285.54510541169% |
Spell | +34.7% |
Global | +118.58% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 10.268691974296 |
See Invisible | 8 |
Offense: Mainhand
Damage | 179 |
Accuracy | 70 |
Crit Chance | 100% |
APR | 48 |
Speed | 0.68 |
Offense: Spell
Spellpower | 124 |
Crit Chance | 86% |
Speed | 0.74239049740163 |
Offense: Mind
Mindpower | 121 |
Crit Chance | 94% |
Speed | 0.68153021450235 |
Offense: Damage Bonus
Acid | +10% |
Nature | +20% |
Lightning | +42% |
Cold | +35% |
Physical | +26% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Nature | +22% |
Acid | +28% |
Lightning | +28% |
Cold | +28% |
Mind | +12% |
Physical | +28% |
Fire | +28% |
All | +7% |
Defense: Base
Armour (hardiness) | 213.5690460041 (100%) |
Defense | 63 |
Ranged Defense | 65 |
Fatigue | 29 |
Physical Save | 94 |
Spell Save | 82 |
Mental Save | 75 |
Defense: Resistances
Acid | + 42%( 50%) |
Blight | + 80%( 80%) |
Arcane | + 80%( 80%) |
Cold | +100%(109%) |
All | + 22%( 70%) |
Mind | + 96%(100%) |
Lightning | +100%(109%) |
Light | + 43%( 70%) |
Temporal | +100%(100%) |
Physical | + 74%( 99%) |
Darkness | + 54%( 70%) |
Fire | + 79%( 79%) |
Nature | + 80%( 80%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 82% |
Silence Resistance | 46% |
Bleed Resistance | 80% |
Teleport Resistance | 100% |
Disarm Resistance | 68% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 388 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 435 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Storm Channeling | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane Expertimentation | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / One With the Sea | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 6/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Armor forging | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic Body | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Terramorphism | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Blaze | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Thunder | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Blizzard | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Tremor | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Phoenix Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Weapon forging | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Cyclone | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Forger's endurance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Wild-gift / Endurance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Rain | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Fortress of Will |
talent | Element of Life |
talent | Eldritch Combat |
talent | Wild Growth |
talent | Earthen Body |
talent | Embrace the Storm |
talent | Experimental Safeguards |
talent | Icy Skin |
talent | Eldritch Aura |
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 168 - 236 Accuracy: 86 (knife) APR: 37 Crit Chance: +110% Crit mult: 213% Uses Stats: 50% Str, 70% Dex |
Quests
You abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 3 of Trollmire) | failed |
You abandoned repented thief to death. Escort: repented thief (level 2 of Old Forest) | failed |
You abandoned temporal explorer to death. Escort: temporal explorer (level 3 of Norgos Lair) | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and stopped the shivgoroth invasion. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Equipment
On feet | Cracklemaster (4 def, 8 armour) Cracklemaster (4 def, 8 armour)Requires: Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Cun / +4 Con Changes resistances: +9% acid / +9% temporal / +5% cold / +11% fire / +8% lightning Physical save: +14 (+3 eff.) Spell save: +30 (+6 eff.) Mental save: +12 (+3 eff.) A pair of boots made of leather. |
Light source | Elera EleraRequires: Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Damage when hit (Melee): 16 blight Changes stats: +2 Wil / +5 Mag Changes resistances: +7% blight / +8% darkness Changes resistances penetration: +7% all Mana each turn: +0.04 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +6 Infravision radius: +4 See invisible: +8 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 33 blight damage or heals 50 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+2 eff.) Stun/Freeze immunity: +30% Skullcracker multiplicator: +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On fingers | psionicist's copper ring of tenacity psionicist's copper ring of tenacityRequires: Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
On fingers | Sewerrot the steel ring Sewerrot the steel ringRequires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 nature Changes stats: +5 Mag / +5 Wil Changes resistances: +3% nature Changes resistances penetration: +15% nature Stun/Freeze immunity: +26% Life regen: +1.50 Spellpower: +12 (+2 eff.) Mindpower: +8 (+1 eff.) Rings can have magical properties. |
Around waist | grounding rough leather belt of the giants grounding rough leather belt of the giantsRequires: Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Changes resistances: +6% lightning / +6% temporal Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | Sawrd (30-48 power, 19 apr) Sawrd (30-48 power, 19 apr)Requires: - Magic 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 30.0 - 48.0 Uses stats: 120% Mag, 42% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 Multiple attacks procs power reduction: -67% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
On hands | Lightningserpent the hardened leather gloves (0 def, 6 armour) Lightningserpent the hardened leather gloves (0 def, 6 armour)Requires: Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +1 Armour: +6 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 7 cold Changes stats: +3 Dex Changes resistances: +6% cold Changes damage: +5% cold Mental save: +5 (+1 eff.) Only die when reaching: -60.00 life Maximum life: +43.00 When used to modify unarmed attacks: Base power: 21.0 - 23.1 Uses stats: 14% Str, 14% Dex, 80% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). Burst (radius 2) on crit: +7 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | reforged Brandcast the stralite plate armour (10 def, 31.5 armour) reforged Brandcast the stralite plate armour (10 def, 31.5 armour)Requires: - Magic 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Defense: +10 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 4 light Changes stats: +3 Wil Changes resistances: +9% temporal / +17% darkness / +10% nature / +21% blight / +9% fire / +10% arcane / +22% cold Talent cooldown: Searing Assault (-1 turn) Talents granted: +3 Blood Grasp +1 Power Catalyst: Magic Physical save: +32 (+6 eff.) Cut immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Life regen: +7.05 Maximum life: +273.00 Light radius: +2 Healing mod.: +20% A suit of armour made of metal plates. |
Cloak | cashmere cloak 'Xossra' (8 def, 0 armour) cashmere cloak 'Xossra' (8 def, 0 armour)Requires: Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +7% acid / +18% light / +22% fire / +7% lightning / +7% cold Changes resistances penetration: +5% mind Critical mult.: +15.00% Stealth bonus: +9 Mental save: +20 (+5 eff.) Maximum life: +38.00 Mental crit. chance: +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 | Emewyn the steel amulet Emewyn the steel amuletRequires: Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -5% Changes resistances: +10% light / +16% darkness Talent mastery: +0.17 Corruption / Rot Blindness immunity: +22% Stun/Freeze immunity: +10% Life regen: +1.10 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 1 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. |
This item will automatically be transmogrified when you leave the level. grounding stralite amulet of constitution (+4)grounding stralite amulet of constitution (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% lightning Stun/Freeze immunity: +31% Amulets can have magical properties. |
rogue's copper ring rogue's copper ringRequires: Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. potent yew vilestaff of projection (26-31.2 power, 4 apr, blight element)potent yew vilestaff of projection (26-31.2 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 26.0 - 31.2 Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +26% blight Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +6% It can be used to project a bolt elemental energy from the staff (to range 8) dealing 104.74 to 125.69 blight damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace of daylight (26.5-37.1 power, 4 apr)dwarven-steel mace of daylight (26.5-37.1 power, 4 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +11 light Damage against: +6% Undead Blunt and deadly. |
Quiver of Domination (20/20, 24-33.6 power, 8 apr) Quiver of Domination (20/20, 24-33.6 power, 8 apr)Requires: - Magic 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 21% Dex, 110% Mag, 18% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
This item will automatically be transmogrified when you leave the level. prismatic rough leather armour (1 def, 2 armour)prismatic rough leather armour (1 def, 2 armour) Requires: - Magic 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +11% light / +11% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather cap of the depths (0 def, 3 armour)hardened leather cap of the depths (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +5% cold Allows you to breathe in: water A cap made of leather. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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% When used as an alchemist bomb: Lights terrain (power 10) 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 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 When used as an alchemist bomb: Mana regain 20 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
1171 alchemist agate 1171 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. |
brass lantern brass lanternRequires: 2.00 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. |
Wintertide Phial Wintertide PhialRequires: Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
dwarven lantern 'Singearc' dwarven lantern 'Singearc'Requires: Powered by arcane forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane / 31 fire Changes stats: +5 Mag Changes resistances: +5% arcane / +14% fire Changes resistances penetration: +10% arcane Changes damage: +9% arcane / +6% fire Spellpower: +12 (+2 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialRequires: 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% It can be used to call light (137 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Natures Fury the Thalore Adventurer level 23
3rd Flare 122nd year of Ascendancy at 02:09 see stats
By Natures Fury the Thalore Adventurer level 29
8th Flare 122nd year of Ascendancy at 03:08 see stats
By Natures Fury the Thalore Adventurer level 19
1st Flare 122nd year of Ascendancy at 19:42 see stats
By Natures Fury the Thalore Adventurer level 10
6th Mirth 122nd year of Ascendancy at 03:25 see stats
By Natures Fury the Thalore Adventurer level 20
2nd Flare 122nd year of Ascendancy at 03:09 see stats
By Natures Fury the Thalore Adventurer level 24
6th Flare 122nd year of Ascendancy at 00:12 see stats
By Natures Fury the Thalore Adventurer level 8
2nd Mirth 122nd year of Ascendancy at 23:57 see stats
By Natures Fury the Thalore Adventurer level 16
10th Mirth 122nd year of Ascendancy at 22:59 see stats
By Natures Fury the Thalore Adventurer level 10
6th Mirth 122nd year of Ascendancy at 07:52 see stats
Log
Your Helm of the Dwarven Emperors (0 def, 6 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Natures Fury drops on the floor: Steel Helm of Garkul (0 def, 6 armour).
Your Steel Helm of Garkul (0 def, 6 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Natures Fury drops on the floor: Wheel of Fate.
Your Wheel of Fate is magically sorted by the storage room.
There is an item here: Oozing Heart (17-18.7 power, 25 apr, nature slow damage)
There is an item here: Great Caller (10-11 power, 18 apr, nature damage)
Natures Fury picks up (f.): Great Caller (10-11 power, 18 apr, nature damage).
There is an item here: Robe of Force (12 def, 8 armour)
There is an item here: Silk Current (12 def, 0 armour)
There is an item here: Frost Treads (1 def, 4 armour)
There is an item here: Wanderer's Rest (4 def, 0 armour)
You transfer Great Caller (10-11 power, 18 apr, nature damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
Natures Fury deactivates Wild Growth.
Natures Fury deactivates Element of Life.
Natures Fury deactivates Fortress of Will.
Natures Fury deactivates Earthen Body.
Natures Fury deactivates Icy Skin.
Natures Fury deactivates Embrace the Storm.
Natures Fury deactivates Eldritch Combat.
Natures Fury deactivates Experimental Safeguards.
Natures Fury deactivates Eldritch Aura.