Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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 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. 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:
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. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando 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:
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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. Items Vault 1.3.0Donators/Buyers bonus! 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. AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: 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. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Superhuman |
Class | TechPaladin |
Level / Exp | 73 / 50% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 173 (base 71) |
Dexterity | 107 (base 71) |
Constitution | 165 (base 71) |
Magic | 97 (base 71) |
Willpower | 108 (base 71) |
Cunning | 135 (base 71) |
Resources
Mana | 945/945 |
Negative | 1259/1316 |
Life | 45081/45081 |
Souls | 10/10 |
Paradox | 300 |
Hate | 100/100 |
Psi | 1298/1298 |
Vim | 1438/1438 |
Equilibrium | 30 |
Positive | 1200/1266 |
Stamina | 1436/1436 |
Psi_feedback | 16/1080 |
Healing Factor | 1.36 |
Regeneration | 264.59711793051 |
Speed
Mental | +190% |
Attack | +25% |
Movement | +413% |
Spell | +25% |
Global | +524.47255447747% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 11 |
See Stealth | 50.876514563582 |
See Invisible | 92.78905050146 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 294 |
Accuracy | 151 |
Crit Chance | 197% |
APR | 238 |
Speed | 0.34 |
Offense: Offhand
Damage | 254 |
Accuracy | 151 |
Crit Chance | 204% |
APR | 244 |
Speed | 0.34 |
Offense: Spell
Spellpower | 102 |
Crit Chance | 100% |
Speed | 0.8 |
Cooldown Reduction | 140.4 |
Offense: Mind
Mindpower | 124 |
Crit Chance | 98% |
Speed | 0.8 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 363.98905484572 (100%) |
Defense | 110 |
Ranged Defense | 115 |
Fatigue | 0 |
Physical Save | 225 |
Spell Save | 219 |
Mental Save | 216 |
Defense: Resistances
All | +175%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 15% |
Blind Resistance | 100% |
Disarm Resistance | 23% |
Bleed Resistance | 65% |
Pinning Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 64% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -6 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 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 6/5 |
| 3/5 |
Celestial / Guardian | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Celestial / Sun | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 5/5 |
Cunning / TechPaladin | 1.20 |
| 1/1 |
| 2/1 |
| 6/5 |
| 5/5 |
Celestial / Combat | 1.20 |
| 7/5 |
| 6/5 |
| 7/5 |
| 6/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 7/5 |
| 6/5 |
| 7/5 |
Technique / Shield defense | 1.20 |
| 6/5 |
| 6/5 |
| 3/5 |
| 6/5 |
Celestial / Sunlight | 1.20 |
| 10/5 |
| 9/5 |
| 8/5 |
| 7/5 |
Generic Talents
Chronomancy / Chronomancy | 1.10 |
| 5/5 |
| 6/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.20 |
| 9/5 |
| 9/5 |
| 8/5 |
| 8/5 |
Technique / Combat training | 1.20 |
| 13/5 |
| 21/5 |
| 19/5 |
| 12/5 |
| 13/5 |
| 12/5 |
Wild-gift / Harmony | 2.00 |
| 6/5 |
| 6/5 |
| 5/5 |
| 6/5 |
Technique / Conditioning | 1.20 |
| 7/5 |
| 7/5 |
| 8/5 |
| 5/5 |
Celestial / Light | 1.20 |
| 11/5 |
| 10/5 |
| 11/5 |
| 10/5 |
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 | Arcane Combat |
talent | Matter Weaving |
talent | Keen Senses |
talent | Arcane Shield |
talent | Weapon Folding |
talent | Thunderstorm |
talent | Inner Power |
talent | Weapon of Light |
talent | Ice Core |
talent | Premonition |
talent | Shielding |
talent | Hurricane |
talent | Shattering Impact |
talent | Hymn of Moonlight |
talent | Exploit Weakness |
talent | Slow Motion |
talent | Blurred Mortality |
talent | Fiery Hands |
talent | Phase Pulse |
talent | Crystalline Focus |
talent | Feather Wind |
talent | Shock Hands |
talent | True Grit |
talent | Tempest |
talent | Living Lightning |
talent | Searing Sight |
talent | Essence of Speed |
talent | Repel |
talent | Icy Skin |
talent | Weapon of Wrath |
talent | Elemental Harmony |
talent | Corona |
talent | Chant of Fortress |
talent | Second Life |
talent | Tale of Destruction |
talent | Precise Strikes |
talent | Range Amplification Device |
beneficial effect | The target is in a magical frenzy, improving spellpower by 1. Bloodlust |
beneficial effect | Fire damage increased by 15%. Born into Magic |
beneficial effect | The thrill of combat improves the target's maximum life by 2%, life regeneration by 8.50, and stamina regeneration by 1.70. Bloodbath |
beneficial effect | Countering melee attacks: Has a 67% chance to get an automatic counter attack when avoiding a melee attack. (2.5 counters remaining) Counter Attacking |
beneficial effect | When hit you turn into pure lightning and reappear near where you where, ignoring the blow. Elemental Surge: Lightning |
beneficial effect | The target is moving is 30% faster. 3 Celerity |
beneficial effect | Increases life regen by 29.00. Elemental Harmony |
beneficial effect | Reduces acid damage received by 29%. Premonition Shield |
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 successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +2. | 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 |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Shade. | 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 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: 49. | 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 |
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 Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | Unrihell (7 def, 9 armour) Unrihell (7 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +9 Defense: +7 (+1 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: -14% Changes stats: +9 Str / +6 Cun / +14 Con Changes resistances: +30% fire / +3% physical / +30% cold Changes resistances penetration: +5% physical Changes damage: +8% physical Maximum encumbrance: +43 Physical save: +39 (+3 eff.) Spell save: +9 (+1 eff.) Mental save: +25 (+3 eff.) Blindness immunity: +10% Disease immunity: +10% Stamina each turn: +1.30 Only die when reaching: -80.00 life Maximum life: +55.00 Movement speed: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Light source | alchemist's lamp 'Aerulethra' alchemist's lamp 'Aerulethra'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Damage when hit (Melee): 10 fire Changes stats: +1 Con Changes resistances: +7% fire / +7% temporal / +6% cold Critical mult.: +6.00% Physical save: +25 (+2 eff.) Blindness immunity: +26% Confusion immunity: +15% Maximum life: +20.00 Light radius: +7 See stealth: +12 See invisible: +15 Defense after a teleport: +12 Resist all after a teleport: +15% New effects duration reduction after a teleport: +12% It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Unrodin the voratun helm (0 def, 5 armour) Unrodin the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +7 Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +5 Str / +4 Dex / +8 Wil / +5 Cun / +21 Con Changes resistances: +28% lightning / +14% temporal / +15% blight / +12% fire / +15% cold / +15% acid Changes resistances penetration: +20% physical Changes damage: +12% physical Reduces incoming crit damage: 15.00% Physical save: +20 (+2 eff.) Mental save: +15 (+2 eff.) Stamina each turn: +0.40 Skullcracker multiplicator: +1 It can be used to activate talent Skullcracker, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 4502.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Bereharabers the Ichornoon (0 def, 8 armour) Bereharabers the Ichornoon (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +14 Physical crit. chance: +20.0% Armour: +8 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 26 blight Changes stats: +5 Dex / +5 Mag / +13 Cun / +2 Con Changes resistances: +19% blight / +9% light / +9% darkness Changes damage: +18% blight Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Mental save: +12 (+1 eff.) Maximum life: +57.00 Spell crit. chance: +16% Mental crit. chance: +19% Light radius: +2 Infravision radius: +2 See invisible: +12 When used to modify unarmed attacks: Base power: 47.0 - 51.7 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +14 Physical crit. chance: +19.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Soul Rot (40% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). Burst (radius 2) on crit: +25 blight / +27 light / +43 darkness It can be used to activate talent Starfall, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 271.91 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 | Camaran the Flashravager Camaran the FlashravagerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +12 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 arcane Changes stats: +9 Str / +8 Dex / +9 Cun / +23 Con Changes resistances: +5% arcane / +9% acid Changes resistances penetration: +5% acid / +5% fire Changes damage: +3% acid / +3% arcane Physical save: +18 (+1 eff.) Spell save: +18 (+2 eff.) Stun/Freeze immunity: +41% Life regen: +5.60 Maximum life: +69.00 Maximum stamina: +30.00 Healing mod.: +20% Rings can have magical properties. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 54.49 cold and 62.57 physical damage (based on Willpower) each turn and knocking opponents back, costing 25 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around neck | Betheleriawen the Sparkwing Betheleriawen the SparkwingInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Damage when hit (Melee): 12 lightning Changes stats: +1 Dex / +5 Wil Changes resistances: +14% lightning / +14% temporal / +14% light / +9% mind / +13% darkness Changes resistances cap: +3% all Changes resistances penetration: +5% lightning / +10% mind Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Physical save: +24 (+2 eff.) Spell save: +13 (+1 eff.) Mental save: +19 (+2 eff.) Blindness immunity: +26% Cut immunity: +50% Confusion immunity: +13% Pinning immunity: +26% Stun/Freeze immunity: +25% Knockback immunity: +25% Mindpower: +7 (+1 eff.) Light radius: +3 Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 441 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | Turuthel the Sparkterror (24-33.6 power, 3 apr) Turuthel the Sparkterror (24-33.6 power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 24.0 - 33.6 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 9% chance to disease On weapon crit: * cripple the target Damage (Melee): +9 blight / +19 mind Burst (radius 1) on hit: +12 lightning / +8 nature When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +18.0% Damage when hit (Melee): 8 mind / 4 lightning Changes stats: +3 Str Changes resistances: +6% mind / +6% lightning Changes damage: +6% lightning / +9% physical / +9% nature Disease immunity: +20% Stamina when hit: +1.30 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. Sharp, long, and deadly. |
Around waist | Busarin the Jetstinger Busarin the JetstingerInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn Changes stats: +8 Dex / +9 Cun / +3 Con / +14 Lck Changes resistances: +9% darkness Changes damage: +9% darkness / +3% temporal Trap disarming bonus: +27 Stealth bonus: +16 Mental save: +10 (+1 eff.) Mindpower: +5 (+0 eff.) Infravision radius: +8 A belt that goes around your waist. |
In off hand | Brightsage (39.5-51.35 power, 9 apr) Brightsage (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 40% chance to blind On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +16 acid / +4 temporal / +8 light / +11 darkness Burst (radius 2) on crit: +12 light Damage against: +15% Living When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +20 Physical crit. chance: +24.0% Changes stats: +10 Str Changes resistances: +3% temporal / +3% fire Changes resistances penetration: +10% physical Changes damage: +29% physical Critical mult.: +14.00% Stamina when hit: +4.00 Light radius: +1 Sharp, short and deadly. |
Cloak | spellcowled linen cloak of the hunter (1 def, 0 armour) spellcowled linen cloak of the hunter (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +19 (+2 eff.) Defense: +1 (+0 eff.) Fatigue: -5% Changes stats: +1 Mag / +2 Wil Spell save: +7 (+1 eff.) Maximum life: +54.00 Maximum mana: +48.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Festerfiend (3 def, 21 armour) Festerfiend (3 def, 21 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +21 Defense: +3 (+0 eff.) Fatigue: +15% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 4 nature / 12 physical Changes stats: +2 Str / +5 Wil / +5 Cun / +2 Con Changes resistances: +42% acid / +14% physical / +14% lightning / +31% fire / +3% nature / +19% cold Changes resistances penetration: +15% acid / +5% nature Changes damage: +6% acid / +9% darkness Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Physical save: +7 (+0 eff.) Mental save: +13 (+2 eff.) Disarm immunity: +23% Stun/Freeze immunity: +24% Knockback immunity: +24% A suit of armour made of metal plates. |
Inventory
Belatira (10 def, 20 armour) Belatira (10 def, 20 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +20 Defense: +10 (+2 eff.) Fatigue: +20% Damage (Melee): 22 acid / 21 fire Damage when hit (Melee): 20 acid / 20 fire Changes stats: +11 Cun / +11 Wil Changes resistances: +28% acid / +18% cold / +44% fire Critical mult.: +10.00% Reduces incoming crit damage: 18.00% Mental save: +59 (+6 eff.) Maximum psi: +20.00 Infravision radius: +3 See invisible: +3 A suit of armour made of metal plates. |
radiant iron plate armour of the deep (3 def, 9 armour) radiant iron plate armour of the deep (3 def, 9 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Defense: +3 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 5 light Changes stats: +1 Wil Changes resistances: +10% blight / +5% cold / +10% darkness / +6% acid Allows you to breathe in: water Light radius: +1 A suit of armour made of metal plates. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
iron pickaxe of Reknor (dig speed 19 turns) iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (4/4) Rod of Recall (4/4)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 83 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Ellehayym the Superhuman TechPaladin level 56
48th Dusk 122nd year of Ascendancy at 19:58 see stats
By Ellehayym the Superhuman TechPaladin level 64
29th Haze 122nd year of Ascendancy at 17:04 see stats
By Ellehayym the Superhuman TechPaladin level 9
75th Pyre 122nd year of Ascendancy at 01:32 see stats
By Ellehayym the Superhuman TechPaladin level 26
16th Dusk 122nd year of Ascendancy at 12:40 see stats
By Ellehayym the Superhuman TechPaladin level 17
1st Dusk 122nd year of Ascendancy at 10:05 see stats
By Ellehayym the Superhuman TechPaladin level 50
23rd Dusk 122nd year of Ascendancy at 05:17 see stats
By Ellehayym the Superhuman TechPaladin level 10
76th Pyre 122nd year of Ascendancy at 16:21 see stats
By Ellehayym the Superhuman TechPaladin level 20
10th Dusk 122nd year of Ascendancy at 13:44 see stats
By Ellehayym the Superhuman TechPaladin level 30
16th Dusk 122nd year of Ascendancy at 15:47 see stats
By Ellehayym the Superhuman TechPaladin level 40
22nd Dusk 122nd year of Ascendancy at 06:41 see stats
By Ellehayym the Superhuman TechPaladin level 50
23rd Dusk 122nd year of Ascendancy at 05:11 see stats
By Ellehayym the Superhuman TechPaladin level 50
23rd Dusk 122nd year of Ascendancy at 05:14 see stats
By Ellehayym the Superhuman TechPaladin level 29
16th Dusk 122nd year of Ascendancy at 15:23 see stats
By Ellehayym the Superhuman TechPaladin level 56
74th Dusk 122nd year of Ascendancy at 04:47 see stats
By Ellehayym the Superhuman TechPaladin level 13
79th Pyre 122nd year of Ascendancy at 01:54 see stats
By Ellehayym the Superhuman TechPaladin level 4
74th Pyre 122nd year of Ascendancy at 13:42 see stats
By Ellehayym the Superhuman TechPaladin level 2
74th Pyre 122nd year of Ascendancy at 11:57 see stats
Log
Ellehayym deactivates Arcane Shield.
Ellehayym deactivates Tempest.
Ellehayym deactivates Chant of Fortress.
Ellehayym deactivates Shielding.
Ellehayym deactivates Second Life.
Ellehayym deactivates Premonition.
Ellehayym deactivates Precise Strikes.
Ellehayym deactivates Icy Skin.
Ellehayym deactivates Thunderstorm.
The furious lightning storm around Ellehayym calms down and disappears.
Ellehayym deactivates Searing Sight.
Ellehayym deactivates Weapon of Wrath.
The protective shield of Ellehayym disappears.
Ellehayym deactivates Range Amplification Device.
Ellehayym deactivates Keen Senses.
Ellehayym deactivates Weapon Folding.
Ellehayym deactivates Inner Power.
Ellehayym deactivates Stone Skin.
Ellehayym deactivates Hurricane.
Ellehayym deactivates Living Lightning.
Ellehayym deactivates Shock Hands.
Ellehayym deactivates True Grit.
Ellehayym no longer revels in blood quite so much.
Ellehayym deactivates Elemental Harmony.
Ellehayym deactivates Exploit Weakness.
Ellehayym deactivates Hymn of Moonlight.
The shroud of shadows around Ellehayym disappears.
Ellehayym deactivates Matter Weaving.
Ellehayym deactivates Shattering Impact.
Ellehayym deactivates Weapon of Light.