Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Shalore |
Class | Berserker |
Level / Exp | 20 / 67% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 2 on the 76th Pyre 122nd year of Ascendancy at 18:50 0 / 6Killed by red crystal at level 3 on the 77th Pyre 122nd year of Ascendancy at 14:22 Killed by skeleton mage at level 5 on the 79th Pyre 122nd year of Ascendancy at 15:45 Killed by Silota the red crystal at level 16 on the 19th Haze 122nd year of Ascendancy at 17:14 Killed by Ivawen the snow giant chieftain at level 20 on the 13rd Regrowth 123rd year of Ascendancy at 03:05 Killed by Dindem the thalore at level 20 on the 23rd Regrowth 123rd year of Ascendancy at 13:15 |
Primary Stats
Strength | 55 (base 47) |
Dexterity | 43 (base 30) |
Constitution | 33 (base 23) |
Magic | 12 (base 10) |
Willpower | 15 (base 10) |
Cunning | 15 (base 12) |
Resources
Life | -195/679 |
Stamina | 154/154 |
Healing Factor | 1.3199507389163 |
Regeneration | 98.48936054155 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +126.15182957818% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 18.097534654637 |
See Invisible | 18.097534654637 |
Offense: Mainhand
Damage | 108 |
Accuracy | 64 |
Crit Chance | 55% |
APR | 2 |
Speed | 1.11 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Mind | +18% |
Lightning | +3% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Lightning | +10% |
Mind | +10% |
Darkness | +15% |
Defense: Base
Armour (hardiness) | 38.981885515224 (83.155818540434%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 26 |
Physical Save | 25 |
Spell Save | 27 |
Mental Save | 10 |
Defense: Resistances
Darkness | + 25%( 70%) |
Lightning | + 48%( 70%) |
Cold | + 28%( 70%) |
Temporal | + 37%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 24%( 70%) |
Mind | + 28%( 70%) |
All | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 81% |
Instadeath Resistance | 100% |
Pinning Resistance | 30% |
Inscriptions (4/4)
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 284 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 432 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 148.68 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.41 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
talent | Precise Strikes |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | A flow of life spins around the target, regenerating 56.80 life per turn. Regeneration |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target is recovering 29 life each turn. Recovery |
beneficial effect | Increases global action speed by 26%. Speed |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 5.57, and stamina regeneration by 1.11. Bloodbath |
beneficial effect | The target ignores pain, reducing all damage taken by 16%. Pain Suppression |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by Sileda the snow giant. Escort: lost anorithil (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed hummerhorn wing. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Emukira the pair of hardened leather boots (0 def, 9 armour) Emukira the pair of hardened leather boots (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +9 Fatigue +3% Max.HP +40.00 Heal.mod +15% ---------- misc Stam/turn +0.60 Max.stam +14.00 A pair of boots made of leather. |
Quiver | blazing quiver of yew arrows of wind (19/19, 33-46.2 power, 10 apr) blazing quiver of yew arrows of wind (19/19, 33-46.2 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature Power 33.0 - 46.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Proj.spd +200% Ranged+ +12 fire On Crit.r2 +11 fire On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
Light source | bright alchemist's lamp of health bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Relgoregogrim' (0 def, 3 armour) hardened leather cap 'Relgoregogrim' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% acid On Hit (Melee): * Slows global speed by 30% * 15% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness +9% temporal Spell.save +3 (+2 eff.) A cap made of leather. |
Tool | iron pickaxe 'Iveda' (dig speed 30 turns) iron pickaxe 'Iveda' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% mind Res.pen +10% mind Melee Ret 12 mind ----- def ----- Resists +3% mind ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gold ring 'Polynor' gold ring 'Polynor'0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +3% blight +6% temporal +5% arcane Die.at -60.00 life HP.reg +2.00 Pinning- +30% Stun/Frz- +38% Rings can have magical properties. |
On fingers | copper ring 'Deepsonslaught' copper ring 'Deepsonslaught'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +4 Dex +2 Wil dps ---------- Melee Ret 16 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- HP.reg +1.10 Stun/Frz- +21% Rings can have magical properties. |
Around waist | Zerelin the hardened leather belt Zerelin the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +10 Con dps ---------- Phys.crit +5.0% Res.pen +5% physical ----- def ----- Resists +7% lightning +6% temporal Die.at -40.00 life A belt that goes around your waist. |
In main hand | arcing dwarven-steel greatsword of crippling (35.5-56.8 power, 2 apr) arcing dwarven-steel greatsword of crippling (35.5-56.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Massive two-handed swords. |
On hands | psychic's dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) psychic's dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)1.5 T3 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Melee+ 7 mind Dmg.mod +6% mind Acc +13 (+4 eff.) ----- def ----- Armour +2 Resists +7% mind Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Layadheranor the Sparkgrinder (3 def, 7 armour) Layadheranor the Sparkgrinder (3 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +18% fire On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +20% Resists +16% lightning A suit of armour made of metal plates. |
Cloak | Jetwedge the linen cloak (1 def, 6 armour) Jetwedge the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% lightning +15% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding steel amulet of mastery (0.11 Technique / Combat training) grounding steel amulet of mastery (0.11 Technique / Combat training)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +22% ---------- misc Masteries +0.11 Technique/Combat training Amulets can have magical properties. |
Inventory
shielding rune of the titan (absorb 253 for 4 turns) shielding rune of the titan (absorb 253 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 253 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
truestriking stralite greatsword (49-78.4 power, 3 apr) truestriking stralite greatsword (49-78.4 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 49.0 - 78.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +9 (+3 eff.) Apr +10 Massive two-handed swords. |
radiant hardened leather armour (3 def, 6 armour) radiant hardened leather armour (3 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 6 light ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Resists +12% blight +15% darkness ---------- misc Light +2 A suit of armour made of leather. |
hardened leather gloves of magic (+2) (0 def, 2 armour) hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T3 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap of the depths (0 def, 1 armour) rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +8% cold ---------- misc Breathe water A cap made of leather. |
6 agate 6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
72 alchemist agate 72 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By lololol the Shalore Berserker level 15
6th Haze 122nd year of Ascendancy at 23:51 see stats
By lololol the Shalore Berserker level 17
24th Haze 122nd year of Ascendancy at 15:52 see stats
By lololol the Shalore Berserker level 10
3rd Flare 122nd year of Ascendancy at 21:03 see stats
By lololol the Shalore Berserker level 20
12nd Regrowth 123rd year of Ascendancy at 10:55 see stats
By lololol the Shalore Berserker level 15
66th Dusk 122nd year of Ascendancy at 17:04 see stats
By lololol the Shalore Berserker level 11
10th Flare 122nd year of Ascendancy at 11:45 see stats
By lololol the Shalore Berserker level 15
66th Dusk 122nd year of Ascendancy at 08:02 see stats
Log
Lololol lessens the pain.
lololol performs a melee critical strike against Abidemowl the thalore!
Abidemowl the thalore is invigorated by the attack!
Abidemowl the thalore resists the mind attack!
Lololol revels in the spilt blood and grows stronger!
Abidemowl the thalore shrugs off the effect 'Dazed'!
Abidemowl the thalore is crippled.
lololol hits Abidemowl the thalore for 168 physical, 4 lightning, 3 mind (176 total damage).
Dindem the thalore uses Headshot.
Lololol is recovering from the damage!
Dindem the thalore's Headshot hits lololol for 367 physical, 17 lightning (384 total damage).
Venomous Ammunition hits lololol for 27 nature damage.
Abidemowl the thalore is invigorated by the attack!
Abidemowl the thalore resists the mind attack!
Abidemowl the thalore is recovering from the damage!
lololol receives 39 healing.
lololol hits Abidemowl the thalore for 11 darkness, 5 mind (16 total damage).
Numbing Poison from Abidemowl the thalore hits lololol for 18 nature damage.
Abidemowl the thalore hits lololol for 1 physical damage.
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Lololol casts Rune: Heat Beam.
Abidemowl the thalore is on fire!
Lololol is no longer poisoned.
Lololol uses Infusion: Regeneration.
Lololol starts regenerating health quickly.
Dindem the thalore uses Steady Shot.
Abidemowl the thalore is invigorated by the attack!
Abidemowl the thalore receives 31 healing.
Burning from Lololol hits Abidemowl the thalore for 25 fire damage.
Saving game...