Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.3.0Combines 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: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. 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: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. 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 | Normal Adventure |
Sex | Female |
Race | Superhuman |
Class | TechPaladin |
Level / Exp | 33 / 12% |
Size | big |
Lifes / Deaths | Killed by Cyriyatta the gwelgoroth at level 17 on the 1st Time of Equilibrium 122nd year of Ascendancy at 01:22 3 / 3Killed by elven blood mage at level 18 on the 19th Haze 122nd year of Ascendancy at 23:52 Killed by overpowered greater multi-hued wyrm at level 24 on the 77th Haze 122nd year of Ascendancy at 04:14 |
Primary Stats
Strength | 112 (base 30) |
Dexterity | 55 (base 28) |
Constitution | 115 (base 54) |
Magic | 83 (base 38) |
Willpower | 74 (base 35) |
Cunning | 64 (base 21) |
Resources
Mana | 432/432 |
Negative | 0/126 |
Life | 1612/1612 |
Paradox | 300 |
Equilibrium | 30 |
Vim | 228/228 |
Positive | 0/91 |
Stamina | 374/374 |
Psi | 184/184 |
Healing Factor | 1.3 |
Regeneration | 13.78 |
Speed
Mental | 0% |
Attack | +25% |
Movement | +34% |
Spell | +25% |
Global | +125% |
Vision
Sight | 10 |
Lite | 19 |
Infravision | 8 |
See Stealth | 23 |
See Invisible | 25 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 235 |
Accuracy | 77 |
Crit Chance | 72% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 57.666666666667 |
Crit Chance | 74% |
Speed | 0.8 |
Offense: Mind
Mindpower | 65.85 |
Crit Chance | 65% |
Speed | 0.8 |
Offense: Damage Bonus
All | +16% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 130.8368087655 (100%) |
Defense | 82.024483436455 |
Ranged Defense | 84.424483436455 |
Fatigue | 0 |
Physical Save | 91.081666666667 |
Spell Save | 75.977083333333 |
Mental Save | 78.814583333333 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 60% |
Disarm Resistance | 100% |
Bleed Resistance | 5% |
Confusion Resistance | 100% |
Knockback Resistance | 50% |
Stun Resistance | 85% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 143 with a minimum range of 15. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to heal yourself for 240 life, and cure one cut or wound effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 322 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1571% over 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 512 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Celestial / Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / TechPaladin | 1.20 |
| 1/1 |
| 1/1 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.20 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Celestial / Sunlight | 1.00 |
| 6/5 |
| 0/5 |
| 3/5 |
| 2/5 |
Celestial / Combat | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 6/5 |
| 4/5 |
| 6/5 |
| 0/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 2.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 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 |
Effects
talent | Fiery Hands |
talent | Weapon of Light |
talent | Shielding |
talent | Thunderstorm |
talent | Carbon Spikes |
talent | Elemental Harmony |
talent | Hymn of Shadows |
talent | Searing Sight |
talent | Second Life |
talent | Icy Skin |
talent | Chant of Light |
talent | Weapon of Wrath |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)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 Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Arianne. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Arianne. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)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 Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * 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: 230. | 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 arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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! | done |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Platinum Feet (0 def, 15 armour) Platinum Feet (0 def, 15 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +15 Fatigue: -4% Changes stats: +2 Dex / +5 Cun / +6 Con Changes resistances: +15% fire / +27% cold Changes damage: +9% physical Reduces incoming crit damage: 17.00% Physical save: +20 (+4 eff.) Mental save: +21 (+4 eff.) Pinning immunity: +10% Stamina each turn: +0.90 Maximum life: +60.00 Infravision radius: +3 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Light source | Supernova SupernovaPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% fire / +13% temporal / +12% light / +9% cold Changes resistances penetration: +15% fire / +5% temporal / +15% nature / +15% all Changes damage: +6% fire / +15% darkness / +3% temporal Damage affinity(heal): +5% darkness Mental save: +15 (+3 eff.) Light radius: +6 Infravision radius: +5 See stealth: +23 See invisible: +25 Defense after a teleport: +20 Resist all after a teleport: +15% New effects duration reduction after a teleport: +27% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 254.37 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
On head | Crown of Courage Crown of Courage |
On hands | Turiroran the Crackleoath (0 def, 3 armour) Turiroran the Crackleoath (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +24 (+5 eff.) Armour: +3 Effects on melee hit: * 23% chance to cause random gloom Damage (Melee): 14 fire / 40 mind / 40 darkness Changes stats: +6 Dex / +5 Con Changes resistances: +10% fire Changes resistances penetration: +15% lightning / +10% acid Changes damage: +3% lightning / +7% fire Physical save: +26 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +50% Mindpower: +10 (+2 eff.) When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +15 Physical crit. chance: +22.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). Damage (Melee): +4 acid / +29 physical Burst (radius 2) on crit: +8 blight / +15 fire It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Tool | Circle of Time [power 219] (34 cooldown) Circle of Time [power 219] (34 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 45% * 15% chance to inflict damage reduction Damage when hit (Melee): 8 temporal Changes resistances: +3% darkness / +3% temporal Maximum wards: +5 physical / +10 mind / +10 darkness Changes damage: +9% darkness / +6% temporal Talent cooldown: Silence (+5 turn) Talents granted: +5 Silence +2 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 219 for 7 turns, putting all charms on cooldown for 34 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
On fingers | Lisuna the Glitterblack Lisuna the GlitterblackPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +17 Defense: +17 (+3 eff.) Effects on melee hit: * 20% chance to cause random gloom * 45% chance to blind Damage (Melee): 22 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +10 Cun / +6 Con Changes resistances: +6% lightning / +20% arcane / +12% light Changes damage: +20% arcane / +3% lightning Spell save: +19 (+5 eff.) Hate when firing a critical mind attack: +3.00 Maximum stamina: +18.00 Maximum hate: +15.00 Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. Press to compare |
On fingers | Darkjeer DarkjeerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +33 (+7 eff.) Effects on melee hit: * 47% chance to inflict damage reduction Changes stats: +8 Mag / +8 Wil / +9 Cun Changes resistances: +3% acid Changes resistances penetration: +5% mind Changes damage: +9% darkness Critical mult.: +15.00% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +50.00 Spellpower: +15 (+4 eff.) Mental crit. chance: +1% Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. Press to compare |
Around neck | Amulet of Righteousness Amulet of RighteousnessInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Str / +2 Mag / +1 Wil / +2 Cun / +7 Con Changes resistances: +60% lightning / +30% light / +29% darkness Changes resistances penetration: +20% mind Physical save: +20 (+4 eff.) Blindness immunity: +44% Stun/Freeze immunity: +85% Life regen: +2.20 Maximum life: +62.00 Amulets can have magical properties. Press to compare |
In main hand | Omega Sword (44-61.6 power, 6 apr) Omega Sword (44-61.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Random elemental explosion * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning / +8 darkness Burst (radius 1) on hit: +8 mind When wielded/worn: Damage when hit (Melee): 8 acid / 8 mind / 12 darkness Changes stats: +7 Mag / +7 Wil Changes resistances penetration: +20% acid / +24% darkness / +17% lightning / +13% fire / +15% mind / +17% cold Changes damage: +9% acid Spellpower: +15 (+4 eff.) Sharp, long, and deadly. Press to compare |
Around waist | Great Ouroboros Great Ouroboros Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Armour: +12 Defense: +15 (+3 eff.) Changes stats: +1 Str / +6 Mag / +6 Wil / +3 Con Changes resistances: +15% fire / +14% cold Changes resistances penetration: +15% acid Changes damage: +8% all Critical mult.: +3.00% Physical save: +25 (+5 eff.) Spell save: +15 (+4 eff.) Stamina each turn: +0.40 Maximum life: +40.00 Spell crit. chance: +10% Mental crit. chance: +4% Size category: +1 A belt that goes around your waist. Press to compare |
In off hand | Cosmos Barrier (26 def, 3 armour, 62-74.4 power, 196.5 block) Cosmos Barrier (26 def, 3 armour, 62-74.4 power, 196.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 62.0 - 74.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +196 Damage (Melee): +20 acid Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +40 light / +40 darkness When wielded/worn: Armour: +3 Defense: +26 (+5 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to corrode armour Changes stats: +5 Dex / +6 Con Changes resistances: +44% acid / +15% light / +15% darkness Changes resistances penetration: +10% arcane Changes damage: +6% arcane Grants telepathy: Demon/Minor Demon/Major Talent granted: +5 Block Mana when firing critical spell: +2.00 Deflect projectiles away: +15% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. Press to compare |
Cloak | Earador the elven-silk cloak (3 def, 13 armour) Earador the elven-silk cloak (3 def, 13 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Changes stats: +7 Dex / +2 Mag / +6 Wil / +12 Cun / +3 Con Changes resistances: +29% temporal / +26% darkness / +30% cold Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Mental crit. chance: +7% Defense after a teleport: +30 Resist all after a teleport: +14% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | Aegisalt (9 def, 30 armour) Aegisalt (9 def, 30 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +30 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 8 fire Changes stats: +10 Str Changes resistances: +28% acid / +28% physical / +19% darkness / +13% lightning / +27% cold / +5% arcane / +12% fire Changes resistances penetration: +15% arcane Changes damage: +3% arcane / +8% all Grants telepathy: Demon/Minor Demon/Major Allows you to breathe in: water Mental save: +6 (+1 eff.) Life regen: +7.40 Stamina each turn: +2.50 Maximum psi: +20.00 Spell crit. chance: +4% Mental crit. chance: +4% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
Inventory
phase door rune of the psychic (range 12; power 37; dur 5) phase door rune of the psychic (range 12; power 37; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. Press to compare |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 35.77 cold damage and 35.49 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. Press to compare |
Stokeburst (dig speed 6 turns) Stokeburst (dig speed 6 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +7 Str / +6 Mag / +4 Con Changes resistances: +6% mind / +6% fire Changes resistances penetration: +20% acid / +22% physical Changes damage: +12% acid / +14% fire / +21% mind Mental save: +15 (+3 eff.) Maximum mana: +52.00 Spell crit. chance: +10% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 260/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Arianne the Superhuman TechPaladin level 16
26th Dusk 122nd year of Ascendancy at 18:24 see stats
By Arianne the Superhuman TechPaladin level 15
23rd Dusk 122nd year of Ascendancy at 16:59 see stats
By Arianne the Superhuman TechPaladin level 21
34th Haze 122nd year of Ascendancy at 10:11 see stats
By Arianne the Superhuman TechPaladin level 24
77th Haze 122nd year of Ascendancy at 04:11 see stats
By Arianne the Superhuman TechPaladin level 32
2nd Dusk 123rd year of Ascendancy at 16:33 see stats
By Arianne the Superhuman TechPaladin level 20
32nd Haze 122nd year of Ascendancy at 14:28 see stats
By Arianne the Superhuman TechPaladin level 23
49th Haze 122nd year of Ascendancy at 06:40 see stats
By Arianne the Superhuman TechPaladin level 11
3rd Dusk 122nd year of Ascendancy at 07:33 see stats
By Arianne the Superhuman TechPaladin level 21
41st Haze 122nd year of Ascendancy at 20:06 see stats
By Arianne the Superhuman TechPaladin level 19
29th Haze 122nd year of Ascendancy at 01:28 see stats
By Arianne the Superhuman TechPaladin level 5
75th Pyre 122nd year of Ascendancy at 18:59 see stats
By Arianne the Superhuman TechPaladin level 19
29th Haze 122nd year of Ascendancy at 01:22 see stats
By Arianne the Superhuman TechPaladin level 18
1st Time of Equilibrium 122nd year of Ascendancy at 21:17 see stats
By Arianne the Superhuman TechPaladin level 11
21st Dusk 122nd year of Ascendancy at 01:42 see stats
By Arianne the Superhuman TechPaladin level 29
76th Regrowth 123rd year of Ascendancy at 06:58 see stats
By Arianne the Superhuman TechPaladin level 27
77th Haze 122nd year of Ascendancy at 10:23 see stats
By Arianne the Superhuman TechPaladin level 10
5th Flare 122nd year of Ascendancy at 14:01 see stats
By Arianne the Superhuman TechPaladin level 20
29th Haze 122nd year of Ascendancy at 01:28 see stats
By Arianne the Superhuman TechPaladin level 30
46th Pyre 123rd year of Ascendancy at 11:44 see stats
By Arianne the Superhuman TechPaladin level 29
20th Pyre 123rd year of Ascendancy at 21:01 see stats
By Arianne the Superhuman TechPaladin level 32
2nd Haze 123rd year of Ascendancy at 16:12 see stats
By Arianne the Superhuman TechPaladin level 17
65th Dusk 122nd year of Ascendancy at 22:21 see stats
By Arianne the Superhuman TechPaladin level 29
19th Pyre 123rd year of Ascendancy at 17:42 see stats
By Arianne the Superhuman TechPaladin level 27
8th Decay 122nd year of Ascendancy at 04:31 see stats
By Arianne the Superhuman TechPaladin level 18
1st Time of Equilibrium 122nd year of Ascendancy at 21:17 see stats
By Arianne the Superhuman TechPaladin level 20
29th Haze 122nd year of Ascendancy at 02:34 see stats
By Arianne the Superhuman TechPaladin level 5
76th Pyre 122nd year of Ascendancy at 15:58 see stats
By Arianne the Superhuman TechPaladin level 17
67th Dusk 122nd year of Ascendancy at 05:59 see stats
By Arianne the Superhuman TechPaladin level 7
79th Pyre 122nd year of Ascendancy at 17:33 see stats
By Arianne the Superhuman TechPaladin level 28
42nd Regrowth 123rd year of Ascendancy at 16:13 see stats
By Arianne the Superhuman TechPaladin level 5
75th Pyre 122nd year of Ascendancy at 18:59 see stats
By Arianne the Superhuman TechPaladin level 5
75th Pyre 122nd year of Ascendancy at 18:59 see stats
By Arianne the Superhuman TechPaladin level 13
23rd Dusk 122nd year of Ascendancy at 13:43 see stats
Log
Resting starts...
You are yanked out of this place!
Rested for 47 turns (stop reason: dialog is displayed).
You gain 8.54 gold from the transmogrification of Tulugodin the Greenjeer (2 def, 0 armour).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Ran for 3 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: dialog is displayed).
You enter the swirling portal and in the blink of an eye you set foot in an unfamiliar zone, with no trace of the portal...
Arianne deactivates Carbon Spikes.
Arianne deactivates Icy Skin.
Arianne deactivates Shielding.
Arianne deactivates Elemental Harmony.
Arianne deactivates Weapon of Light.
Arianne deactivates Thunderstorm.
The furious lightning storm around Arianne calms down and disappears.
Arianne deactivates Second Life.
Arianne deactivates Chant of Light.
Arianne deactivates Weapon of Wrath.
Arianne deactivates Fiery Hands.
Arianne deactivates Hymn of Shadows.
Arianne deactivates Searing Sight.