
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Infinite500 v2.5e: Revised high level play for ToME 1.4.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. ZOmnibus Addon Pack 1.4.0Combines 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: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Select your Escorts 1.3.3Allows 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: Items Vault 1.3.0Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Doomelf |
Class | TechPaladin |
Level / Exp | 45 / 11% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 105 (base 60) |
Dexterity | 60 (base 60) |
Constitution | 70 (base 60) |
Magic | 68 (base 60) |
Willpower | 66 (base 60) |
Cunning | 73 (base 60) |
Resources
Mana | 101/101 |
Psi_feedback | 0/660 |
Life | 17350/17350 |
Paradox | 300 |
Hate | 100/100 |
Psi | 829/829 |
Vim | 868/868 |
Equilibrium | 10 |
Positive | 772/772 |
Stamina | 1043/1043 |
Negative | 842/842 |
Healing Factor | 1.34 |
Regeneration | 129.444 |
Speed
Mental | +200% |
Attack | +25% |
Movement | +220% |
Spell | +25% |
Global | +354% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 9 |
See Stealth | 47.550556996176 |
See Invisible | 81.114839431905 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 265 |
Accuracy | 106 |
Crit Chance | 62% |
APR | 166 |
Speed | 0.33 |
Offense: Offhand
Damage | 98 |
Accuracy | 106 |
Crit Chance | 62% |
APR | 169 |
Speed | 0.33 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 60% |
Speed | 0.8 |
Cooldown Reduction | 85.8 |
Offense: Mind
Mindpower | 96 |
Crit Chance | 39% |
Speed | 0.8 |
Offense: Damage Bonus
All | +6% |
Offense: Damage Penetration
All | +8% |
Defense: Base
Armour (hardiness) | 207.99596393033 (100%) |
Defense | 86 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 171 |
Spell Save | 170 |
Mental Save | 168 |
Defense: Resistances
All | +103%(100%) |
Defense: Immunities
Pinning Resistance | 25% |
Disarm Resistance | 29% |
Confusion Resistance | 29% |
Knockback Resistance | 27% |
Stun Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 10 Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 77.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 9 Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Inflicts 902.52 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. |
Class Talents
Celestial / Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / TechPaladin | 1.20 |
| 1/1 |
| 1/1 |
| 5/5 |
| 5/5 |
Celestial / Sunlight | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.00 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 6/5 |
| 7/5 |
Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 9/5 |
| 11/5 |
| 8/5 |
| 7/5 |
Race / Doomelf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.40 |
| 6/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Blurred Mortality |
talent | Range Amplification Device |
talent | Keen Senses |
talent | Chant of Fortress |
talent | Gravity Locus |
talent | Crystalline Focus |
talent | Arcane Power |
talent | Premonition |
talent | Icy Skin |
talent | Body of Fire |
talent | Hurricane |
talent | Searing Sight |
talent | Uttercold |
talent | Blur Sight |
talent | Overkill |
talent | Tempest |
talent | Bone Shield |
talent | Weapon of Wrath |
talent | Essence of Speed |
talent | Vampiric Gift |
talent | Phantasmal Shield |
talent | Second Life |
talent | Gloom |
talent | Contingency |
talent | Weapon of Light |
beneficial effect | The thrill of combat improves the target's maximum life by 2%, life regeneration by 1.70, and stamina regeneration by 0.34. Bloodbath |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Cunning by +2. | 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 improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | 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 gained talent category Cunning / Survival (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Wrathroot. * 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 ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 109. | 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. | done |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | 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 | Halakalthorak the Murkvortex (0 def, 4 armour) Halakalthorak the Murkvortex (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Effects on melee hit: * Slows global speed by 40% Changes resistances: +3% acid / +10% fire / +9% temporal / +8% cold Maximum encumbrance: +26 Physical save: +15 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +7 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Aerinor AerinorCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Changes resistances penetration: +8% all Changes damage: +6% temporal Grants telepathy: Humanoid/Orc Mental save: +8 (+1 eff.) Blindness immunity: +28% Confusion immunity: +14% Light radius: +12 Infravision radius: +2 See stealth: +19 See invisible: +28 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Camedrador the Sparkmight (2 def, 0 armour) Camedrador the Sparkmight (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +8% mind / +6% temporal Changes damage: +15% lightning / +6% temporal / +10% mind / +13% arcane Physical save: +8 (+1 eff.) Mental save: +10 (+1 eff.) Mana each turn: +1.50 Mana when hit: +0.70 Maximum mana: +92.00 Maximum psi: +13.00 Spellpower: +6 (+1 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 18 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | sand iron gauntlets of strength (+2) (0 def, 7 armour) sand iron gauntlets of strength (+2) (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +2 Str Changes damage: +3% physical When used to modify unarmed attacks: Base power: 14.0 - 19.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +6 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +17 (+2 eff.) Changes stats: +1 Dex / +2 Con Changes damage: +12% temporal / +6% all Disarm immunity: +29% Pinning immunity: +25% Knockback immunity: +27% Life regen: +1.10 Only die when reaching: -60.00 life Maximum life: +90.00 Spellpower: +11 (+2 eff.) Mindpower: +11 (+2 eff.) Healing mod.: +18% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | savage's copper ring of pilfering savage's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +9 Defense: +7 (+2 eff.) Changes stats: +2 Con Spell save: +11 (+2 eff.) Maximum stamina: +11.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | Adulle the stralite longsword (32-44.8 power, 5 apr) Adulle the stralite longsword (32-44.8 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +8 blight Burst (radius 1) on hit: +17 fire When wielded/worn: Changes stats: +1 Wil Spellpower on spell critical (stacks up to 3 times): +4 Sharp, long, and deadly. |
Around waist | insulating rough leather belt of transcendence insulating rough leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Physical save: +6 (+1 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In off hand | iron dagger 'Dourwisp' (14-18.2 power, 8 apr) iron dagger 'Dourwisp' (14-18.2 power, 8 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 14.0 - 18.2 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction Damage (Melee): +16 insidious poison / +8 darkness Sharp, short and deadly. |
Cloak | murderer's cashmere cloak of the guardian (11 def, 5 armour) murderer's cashmere cloak of the guardian (11 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Armour: +5 Defense: +11 (+3 eff.) Changes stats: +4 Cun / +3 Dex Physical save: +17 (+2 eff.) Spell save: +18 (+2 eff.) Mental save: +17 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | enlightening dwarven-steel mail armour of Eyal (3 def, 8 armour) enlightening dwarven-steel mail armour of Eyal (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +5 Cun / +5 Wil Mental save: +10 (+1 eff.) Life regen: +1.80 Maximum life: +47.00 Healing mod.: +16% A suit of armour made of mail. |
Inventory
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 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 Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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
By Arultamathon the Doomelf TechPaladin level 38
57th Haze 122nd year of Ascendancy at 02:17 see stats
By Arultamathon the Doomelf TechPaladin level 9
75th Pyre 122nd year of Ascendancy at 08:31 see stats
By Arultamathon the Doomelf TechPaladin level 17
8th Mirth 122nd year of Ascendancy at 01:46 see stats
By Arultamathon the Doomelf TechPaladin level 41
29th Regrowth 123rd year of Ascendancy at 15:22 see stats
By Arultamathon the Doomelf TechPaladin level 19
8th Mirth 122nd year of Ascendancy at 05:19 see stats
By Arultamathon the Doomelf TechPaladin level 38
57th Haze 122nd year of Ascendancy at 02:17 see stats
By Arultamathon the Doomelf TechPaladin level 23
3rd Summertide 122nd year of Ascendancy at 20:22 see stats
By Arultamathon the Doomelf TechPaladin level 10
75th Pyre 122nd year of Ascendancy at 13:13 see stats
By Arultamathon the Doomelf TechPaladin level 38
31st Haze 122nd year of Ascendancy at 05:28 see stats
By Arultamathon the Doomelf TechPaladin level 10
75th Pyre 122nd year of Ascendancy at 13:11 see stats
By Arultamathon the Doomelf TechPaladin level 20
8th Mirth 122nd year of Ascendancy at 05:19 see stats
By Arultamathon the Doomelf TechPaladin level 30
75th Dusk 122nd year of Ascendancy at 16:02 see stats
By Arultamathon the Doomelf TechPaladin level 40
70th Haze 122nd year of Ascendancy at 16:13 see stats
By Arultamathon the Doomelf TechPaladin level 41
8th Regrowth 123rd year of Ascendancy at 08:54 see stats
By Arultamathon the Doomelf TechPaladin level 37
13rd Haze 122nd year of Ascendancy at 22:22 see stats
By Arultamathon the Doomelf TechPaladin level 26
51st Dusk 122nd year of Ascendancy at 02:40 see stats
By Arultamathon the Doomelf TechPaladin level 32
75th Dusk 122nd year of Ascendancy at 22:12 see stats
By Arultamathon the Doomelf TechPaladin level 38
44th Haze 122nd year of Ascendancy at 02:14 see stats
By Arultamathon the Doomelf TechPaladin level 25
51st Dusk 122nd year of Ascendancy at 02:22 see stats
By Arultamathon the Doomelf TechPaladin level 15
6th Mirth 122nd year of Ascendancy at 19:09 see stats
By Arultamathon the Doomelf TechPaladin level 4
74th Pyre 122nd year of Ascendancy at 11:56 see stats
By Arultamathon the Doomelf TechPaladin level 2
74th Pyre 122nd year of Ascendancy at 11:08 see stats
Log
Today is the 2nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:46.
Arultamathon no longer revels in blood quite so much.
Arultamathon deactivates Contingency.
Arultamathon deactivates Body of Fire.
The raging fire around Arultamathon calms down and disappears.
Arultamathon deactivates Keen Senses.
Arultamathon deactivates Blur Sight.
Arultamathon deactivates Premonition.
Arultamathon deactivates Second Life.
Arultamathon deactivates Blurred Mortality.
Arultamathon deactivates Searing Sight.
Arultamathon deactivates Arcane Power.
Arultamathon deactivates Crystalline Focus.
Arultamathon deactivates Range Amplification Device.
Arultamathon deactivates Phantasmal Shield.
Arultamathon deactivates Overkill.
Arultamathon deactivates Uttercold.
Arultamathon deactivates Gravity Locus.
Arultamathon deactivates Gloom.
Arultamathon deactivates Hurricane.
Arultamathon deactivates Chant of Fortress.
Arultamathon deactivates Tempest.
Arultamathon deactivates Weapon of Light.
Arultamathon deactivates Essence of Speed.
Arultamathon deactivates Vampiric Gift.
Arultamathon deactivates Weapon of Wrath.
Arultamathon deactivates Stone Skin.
Arultamathon deactivates Bone Shield.
Arultamathon deactivates Icy Skin.