










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Possessor Bonus Class 1.6.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! 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 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. Steamtech UI 1.1.4 ZOmnibus Addon Pack 1.6.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.6.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Bulwark |
| Level / Exp | 16 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 6 on the 8th Mirth 122nd year of Ascendancy at 17:35 2 / 3Killed by ultimate gwelgoroth at level 15 on the 31st Dusk 122nd year of Ascendancy at 12:06 Killed by Celia at level 16 on the 74th Haze 122nd year of Ascendancy at 04:27 |
Primary Stats
| Strength | 56 (base 32) |
| Dexterity | 50 (base 19) |
| Constitution | 36 (base 36) |
| Magic | 10 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | 665/665 |
| Stamina | 186/186 |
| Healing Factor | 1.4293203883496 |
| Regeneration | 13.237360369009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 42.599459836163 |
| See Invisible | 28.599459836163 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 43 |
| Crit Chance | 1% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +10% |
| Blight | +6% |
| Physical | +5% |
| Cold | +10% |
| Nature | +4% |
Offense: Damage Penetration
| Blight | +10% |
| Arcane | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 30.522593642275 (63.098591549296%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 10 |
| Physical Save | 35 |
| Spell Save | 29 |
| Mental Save | 11 |
Defense: Resistances
| Lightning | + 32%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 13%( 70%) |
| Nature | + 12%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 16%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 24% |
Inscriptions (3/3)
| 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 150 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed green worm. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed pouch of faeros ash. * You've found the needed sandworm tooth. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | grounding pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Resists +7% lightning +6% temporal ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 15/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 26.63 to 79.89 lightning damage (53.26 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | naturalist's rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 nature Dmg.mod +4% nature Acc +10 (+4 eff.) ----- def ----- Armour +1 Resists +5% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 73.28 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | marksman's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Blind- +24% ---------- misc Infravis +3 See.Stealth +9 See.Invis +5 Rings can have magical properties. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+5 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | grounding copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets can have magical properties. |
| In main hand | arcing iron mace of massacre (20-28 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage Blunt and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Naturejustice (0 def, 6 armour, 30-36 power, 75 block)7.0 T3 shield armor [Rare] Nature When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +75 Melee+ +4 blight +12 arcane On Hit: * 10% chance to slow global speed by 0% * 16% chance to reduce armor by 0% While equipped: dps ---------- Melee+ 6 acid Res.pen +10% blight +10% arcane Melee Ret 4 acid ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Hegen the Taintbreak (2 def, 6 armour)14.0 T2 heavy armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Spell.crit +1% Dmg.mod +6% blight Res.pen +10% nature Phasing +20% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Spell.save +12 (+6 eff.) Max.HP +43.00 HP.reg +4.00 Heal.mod +14% A suit of armour made of mail. |
Inventory
Prismatic Rune (6 turns; acid, physical, darkness, fire, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 5 darkness, 3 fire, 5 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
cruel ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Master 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 +8% Crit.mult +10.00% Spell.pwr +6 (+5 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 24.0 - 28.8 Fire Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+16 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Noonmaster the dwarven-steel battleaxe (43.5-65.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 43.5 - 65.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +4 light While equipped: dps ---------- Melee Ret 4 light ----- def ----- Resists +3% lightning +12% cold +6% light Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
acidic dwarven-steel greatsword of shearing (37.5-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 While equipped: dps ---------- Res.pen +7% all Acc +16 (+6 eff.) Apr +10 Massive two-handed swords. |
Vorusewen the voratun greatsword (58.5-93.6 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Psionic Power 58.5 - 93.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +35 mind On Crit.r2 +45 acid +7 nature On Hit: * 27% chance to reduce all saves and defense by 0 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Cun +12 Wil dps ---------- S.pwr/crit +2 Dmg.mod +6% arcane Res.pen +19% acid +17% nature Apr +14 Massive two-handed swords. |
balanced dwarven-steel longsword of massacre (29-40.6 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +20% Sharp, long, and deadly. |
steel waraxe 'Dimwake' (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +1 Dex +3 Wil dps ---------- Acc +9 (+3 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 0% * 10% chance to reduce all saves and defense by 0 ----- def ----- Defense +6 (+3 eff.) Disarm- +22% ---------- misc Light +2 One-handed war axes. |
Duathelsin the dwarven-steel waraxe (18.5-25.9 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 0 While equipped: Stats +4 Str dps ---------- Dmg.mod +8% physical Acc +5 (+2 eff.) ----- def ----- Resists +3% darkness +6% mind Disease- +10% Disarm- +10% Stun/Frz- +20% One-handed war axes. |
Greenreeve (21-29.4 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +25% nature +7% physical Acc +8 (+3 eff.) Apr +7 ---------- misc Max.hate +4.00 Telepathy Dragon One-handed war axes. |
Yvurin the dwarven-steel waraxe (18-25.2 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 light Against +10% Undead While equipped: Stats +6 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 0% ----- def ----- Resists +3% acid One-handed war axes. |
stormbringer's dwarven-steel waraxe of massacre (26.5-37.1 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Nature/Master Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +5 lightning +14 cold While equipped: dps ---------- Mov.spd +20% Res.pen +6% lightning +7% cold One-handed war axes. |
Eye of Summer (8-8.8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Stormlash (17-18.7 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 15.28 to 45.83 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
blazebringer's ash longbow of piercing4.0 T2 longbow 2H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% crit / acc Atk.spd 100% Range +7 On Crit.r2 +18 fire While equipped: dps ---------- All.spd +3% Res.pen +11% fire +9% all Acc +15 (+5 eff.) Apr +8 Longbows are used to shoot arrows at your foes. |
Durymastir the Flarebreaker (0 def, 2 armour, 7-8.4 power, 19 block)7.0 T1 shield armor [Rare] Nature When used to Attack: Power 7.0 - 8.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +19 Phasing +20% On Hit.r1 +10 fire While equipped: dps ---------- Spell.crit +3% Melee+ 6 fire Dmg.mod +3% arcane Res.pen +15% arcane Melee Ret 1 fire ----- def ----- Armour +2 Fatigue +8% Resists +9% fire ---------- misc Vim/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
dwarven-steel shield (0 def, 6 armour, 31.5-37.8 power, 75.5 block)7.0 T3 shield armor [Normal] When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +76 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield 'Obsidianrot' (0 def, 6 armour, 29.5-35.4 power, 84.5 block)7.0 T3 shield armor [Rare] Nature When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +84 Melee+ +12 darkness On Hit: * 20% chance to slow global speed by 0% * 10% chance to reduce damage dealt by 0% While equipped: dps ---------- Melee+ 13 lightning Melee Ret 5 lightning ----- def ----- Armour +6 Fatigue +8% Resists +6% blight +6% fire +3% cold ---------- misc Talents +1 Block Handheld deflection devices. |
sunsealed woollen robe (3 def, 4 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +7% light ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +5% light +5% darkness Max.HP +39.00 ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% HP.reg +2.20 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 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. |
8 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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
12 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. |
8 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 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. |
5 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. |
brass lantern 'Cyrevena'2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 0% ----- def ----- Resists +3% lightning +6% blight Mind.save +6 (+6 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of the Iron Throne (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +21.00 ---------- misc Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
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)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. |
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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Whackmole the Skeleton Bulwark level 16
59th Haze 122nd year of Ascendancy at 16:02 see stats
Exterminator
Killed 1000 creatures.By Whackmole the Skeleton Bulwark level 15
64th Dusk 122nd year of Ascendancy at 14:43 see stats
Level 10
Got a character to level 10.By Whackmole the Skeleton Bulwark level 10
5th Flare 122nd year of Ascendancy at 15:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Whackmole the Skeleton Bulwark level 15
57th Dusk 122nd year of Ascendancy at 05:49 see stats
The secret city
Discovered the truth about mages.By Whackmole the Skeleton Bulwark level 12
14th Dusk 122nd year of Ascendancy at 15:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Whackmole the Skeleton Bulwark level 16
65th Dusk 122nd year of Ascendancy at 21:53 see stats
Log
Whackmole hits Something for 55 reflected damage.
Whackmole hits Skeleton mage for 16 lightning damage.
Whackmole hits Skeleton mage for 16 lightning damage.
Whackmole hits Degenerated skeleton warrior for 13 lightning damage.
Skeleton archer's Shoot hits Whackmole for 16 physical, 13 lightning (29 total damage).
Whackmole hits Skeleton mage for 50 lightning damage.
Something leeches life from Degenerated skeleton warrior!
Something hits Degenerated skeleton warrior for 53 cold damage.
Something receives 7 healing from Degenerated skeleton warrior.
Skeleton mage casts Manathrust.
Skeleton archer shoots!
Skeleton mage casts Flame.
Something leeches life from Whackmole!
Something hits Whackmole for 181 darkness damage.
Skeleton mage hits Whackmole for 98 arcane damage.
Something receives 25 healing from Whackmole.
Something leeches life from Whackmole!
Something hits Whackmole for 214 cold damage.
Something receives 10 healing from Whackmole.
Whackmole the level 16 skeleton bulwark was iced to death by Celia on level 2 of Last Hope Graveyard.
You have 2 life(s) left.
Whackmole deactivates Shield Wall.
Whackmole stops burning.
Whackmole seems more focused.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed Whackmole!
Saving done.























































































