









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! 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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Godmode Merchant 1.5.10Spawns an NPC that will grant you God mode, unlock any talent tree, add stat/generic/category/prodigy points, raise sub stats, set level, give gold and can imbue ANYTHING (as long as you have the gems and item)! I wanted to make a customizable godmode so you can set your character's power, from just learning new spells to increasing character points and sub stats (to increase def. crits. ect.) to full blown invulnerability and insta kill! He spawns near the portal to Angolwen and in Gates of Morning. Will conflict with any mods that change the world map file (eyal.lua) *Will conflict with 'Spell Merchants' For a non-cheaty version, check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants Infinite Cat Points 1.4.0One Cat Point per level. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Proper Possession 1.5.0
Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Spiritmancer |
| Level / Exp | 26 / 43% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 23 (base 22) |
| Dexterity | 20 (base 19) |
| Constitution | 31 (base 29) |
| Magic | 68 (base 54) |
| Willpower | 69 (base 53) |
| Cunning | 36 (base 27) |
Resources
| Life | 562/562 |
| Mana | 316/316 |
| Positive | 0/105 |
| Vim | 150/150 |
| Healing Factor | 1.4367164179104 |
| Regeneration | 1.939567164179 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 10 |
| See Stealth | 61.668125878895 |
| See Invisible | 61.668125878895 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 21 |
| Crit Chance | 14% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +23% |
| Light | +36% |
| Temporal | +23% |
| Physical | +20% |
| Arcane | +15% |
| Fire | +29% |
| All | +11% |
Offense: Damage Penetration
| Fire | +30% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 35 |
| Ranged Defense | 40 |
| Fatigue | 1 |
| Physical Save | 48 |
| Spell Save | 53 |
| Mental Save | 70 |
Defense: Resistances
| Blight | + 16%( 70%) |
| Arcane | + 32%( 70%) |
| Mind | + 10%( 70%) |
| All | 0%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 10%( 70%) |
| Darkness | + 11%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 37% |
| Confusion Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 440 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Meta | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Dawn | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Life-giver | 1.70 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ghosts | 2.90 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 2.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 2.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Arcane | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Karma | 1.70 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spirit | 1.70 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.60 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 2.10 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.60 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Spirit Guide |
| talent | Ghostly Berserker |
| talent | Arcane Shield |
| talent | Bone Shield |
| talent | Ghostly Bulwark |
| talent | Arcane Power |
| talent | Spellcraft |
| talent | Chant of Fortitude |
| talent | Shielding |
| talent | Clay Golem |
| beneficial effect | A thin shell of clay reduces damage taken by 19. Clay Aura |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +2. | 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. | 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 |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Drathad the Magmabloom (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +2% Dmg.mod +12% temporal +3% fire Res.pen +15% fire On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/turn +0.13 Max.mana +21.00 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (125 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 8 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
| Tool | Hirath [power 2] (6 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Dmg.mod +9% physical ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Die.at -80.00 life Remove up to 2 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 6 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Aloroddaleg'0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +3.00% Acc +9 (+4 eff.) Apr +9 ----- def ----- Armour +2 Defense +11 (+5 eff.) Resists +8% nature +10% blight Phys.save +30 (+10 eff.) Max.HP +58.00 HP.reg +1.10 Heal.mod +13% Poison- +16% Disease- +16% Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Glabrekira0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +13 (+6 eff.) Spell.pwr +13 (+3 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +6% all ----- def ----- Resists +8% nature +6% blight Spell.save +12 (+4 eff.) Mind.save +10 (+2 eff.) Poison- +21% Disease- +17% Confus- +20% ---------- misc Mana/s.crit +2.00 Rings can have magical properties. |
| Around waist | drakeskin leather belt 'Searlace'1.0 T5 belt armor [Random Unique] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +5% Dmg.mod +6% fire Res.pen +15% fire Melee Ret 8 acid ----- def ----- Armour +21 Resists +9% fire Create a temporary shield that absorbs 838 damage Puts all charms on 16 cooldown A belt that goes around your waist. |
| In main hand | ethereal ash starstaff of channeling (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +18 (+5 eff.) Melee+ 5% confusion Dmg.mod +15% light Phasing +13% ----- def ----- Defense +11 (+5 eff.) ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 16 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sunspawner (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +2 Con +3 Mag dps ---------- Crit.mult +6.00% Dmg.mod +4% arcane ----- def ----- Armour +1 Heal.mod +5% ---------- misc Light +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dreamer's linen robe of power (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +5% all ----- def ----- Resists +10% mind +11% darkness Phys.save +10 (+4 eff.) Spell.save +11 (+3 eff.) Mind.save +21 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak of protection (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Cloudvortex'0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +9% fire Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +24% lightning Phys.save +14 (+5 eff.) Spell.save +14 (+4 eff.) Mind.save +13 (+3 eff.) Amulets can have magical properties. |
Inventory
healing infusion of the psychic (heal 220)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 220 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (522% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 522% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 461 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 461 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (426.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 523.98 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
restful steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -5% HP.reg +0.90 Amulets can have magical properties. |
warmaker's stralite amulet of magic (+6)0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +6 Dex +5 Mag +8 Wil Amulets can have magical properties. |
Gulelrath the Gleamvault0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% arcane Melee Ret 20 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +11% arcane +6% fire ---------- misc Light +3 Rings can have magical properties. |
wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings can have magical properties. |
Islatira the steel battleaxe (30-45 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 lightning +16 cold +4 physical On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +3 Str ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) ---------- misc Stam/turn +0.20 Massive two-handed battleaxes. |
Latafayn (68-108.8 power, 5 apr)3.0 T4 greatsword 2H weapon Reqs Str 40 [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 125% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 6 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Sparktrencher (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun +2 Dex dps ---------- Spell.crit +3% Spell.pwr +16 (+4 eff.) S.pwr/crit +14 Dmg.mod +20% light On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +8 Hardiness +5% Fatigue -2% Resists +6% lightning Phys.save +4 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 37.94 to 45.53 light damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of fate (30-36 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) Dmg.mod +30% arcane ----- def ----- Phys.save +9 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cuthahell the Dazzleoracle1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +9% light +12% acid Res.pen +10% light Melee Ret 8 light On Hit (Melee): * 30% chance to blind ----- def ----- Spell.save +8 (+2 eff.) ---------- misc Light +2 Size +1 A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak of sorcery (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +4% ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 48.00 to 60.00 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil ---------- misc Mana/turn +0.16 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+2 eff.) ---------- misc Max.enc +22 Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 13 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 145.48 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
grounding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +5% temporal A pointy cloth hat, very wizardly... |
shielding linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+1 eff.) Resists +16% light Spell.save +5 (+1 eff.) A pointy cloth hat, very wizardly... |
volcanic hardened leather armour of lightning resistance (3 def, 13 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 6 fire Ranged+ 7 fire ----- def ----- Armour +13 Defense +3 (+2 eff.) Fatigue +8% Resists +22% lightning +16% fire +15% physical A suit of armour made of leather. |
7 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. |
131 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. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 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. |
10 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Rholin the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.crit +5% Mind.pwr +6 (+2 eff.) S.pwr/crit +10 Dmg.mod +12% mind Res.pen +15% arcane Phasing +20% ----- def ----- Mind.save +5 (+1 eff.) Heal/summ +40 ---------- misc Light +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 Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 22 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 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. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 108 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 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. |
ash totem of thorny skin 'Sunminister' [power 31] (11 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane +15% light Res.pen +10% light Melee Ret 12 light ----- def ----- Resists +5% arcane ---------- misc Light +3 Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
10 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 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 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. |
11 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. |
7 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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Elvar Dullsbane The 3rd the Shalore Spiritmancer level 19
62nd Dusk 122nd year of Ascendancy at 08:03 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Elvar Dullsbane The 3rd the Shalore Spiritmancer level 18
41st Dusk 122nd year of Ascendancy at 15:41 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Elvar Dullsbane The 3rd the Shalore Spiritmancer level 18
43rd Dusk 122nd year of Ascendancy at 20:23 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Elvar Dullsbane The 3rd the Shalore Spiritmancer level 10
7th Flare 122nd year of Ascendancy at 12:43 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Elvar Dullsbane The 3rd the Shalore Spiritmancer level 20
69th Dusk 122nd year of Ascendancy at 15:53 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Elvar Dullsbane The 3rd the Shalore Spiritmancer level 21
72nd Dusk 122nd year of Ascendancy at 12:49 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Elvar Dullsbane The 3rd the Shalore Spiritmancer level 8
3rd Summertide 122nd year of Ascendancy at 23:39 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Elvar Dullsbane The 3rd the Shalore Spiritmancer level 15
27th Dusk 122nd year of Ascendancy at 07:32 see stats
Log
Error while transfering Latafayn (68-108.8 power, 5 apr) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Elvar Dullsbane The 3rd deactivates Chant of Fortitude.
Elvar Dullsbane The 3rd deactivates Bone Shield.
Elvar Dullsbane The 3rd deactivates Arcane Power.
Elvar Dullsbane The 3rd deactivates Ghostly Berserker.
Elvar Dullsbane The 3rd deactivates Spellcraft.
Elvar Dullsbane The 3rd deactivates Spirit Guide.
Elvar Dullsbane The 3rd deactivates Arcane Shield.
Elvar Dullsbane The 3rd deactivates Shielding.
Elvar Dullsbane The 3rd deactivates Ghostly Bulwark.
Elvar Dullsbane The 3rd deactivates Clay Golem.
Ghostly berserker deactivates Berserker.
Ghostly bulwark deactivates Shield Wall.










































































































