
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Steamtech UI 1.1.4 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: Ashes of Urh'Rok 1.2.4Official 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:
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: Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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 Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Shalore |
Class | Deathknight |
Level / Exp | 17 / 54% |
Size | big |
Lifes / Deaths | Killed by Glorovena the large white snake at level 11 on the 1st Summertide 122nd year of Ascendancy at 12:17 / 1 |
Primary Stats
Strength | 31 (base 31) |
Dexterity | 13 (base 10) |
Constitution | 29 (base 25) |
Magic | 35 (base 27) |
Willpower | 36 (base 17) |
Cunning | 19 (base 10) |
Resources
Life | 400/400 |
Mana | 162/162 |
Souls | 6/10 |
Healing Factor | 1.05 |
Regeneration | 0.2625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 45 |
Accuracy | 32 |
Crit Chance | 6% |
APR | 2 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 46.333333333333 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 32.4 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 27.875529207426 |
Ranged Defense | 34.375529207426 |
Fatigue | 13 |
Physical Save | 39.25 |
Spell Save | 42.45 |
Mental Save | 42.583333333333 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Poison Resistance | 20% |
Confusion Resistance | 42% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Frost | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Soul | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Dread | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Desecration | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic might | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Undeath | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Soulforge | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Reaping | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
talent | Necrotic Aura |
talent | Corpse Explosion |
talent | Spirit Feed |
talent | Premonition |
talent | Rime |
beneficial effect | Prevents the target from dying until they fall below -40 life. Soul Fragment |
beneficial effect | Next spell gains additional effects. Soulforge |
Quests
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 injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by blue crystal. Escort: lone alchemist (level 2 of Scintillating Caves) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You 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 |
Equipment
On feet | pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 101.67 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 101.67 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 40.36 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Tool | iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Rings can have magical properties. |
On fingers | copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
Around neck | copper amulet 'Forestlore' copper amulet 'Forestlore'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 20 nature Changes stats: +5 Wil Changes resistances: +3% nature Changes damage: +9% nature / +3% lightning Mental save: +5 (+2 eff.) Confusion immunity: +12% Mindpower: +5 (+2 eff.) Amulets can have magical properties. |
In main hand | Sewertitan the iron waraxe (103% power, 2 apr) Sewertitan the iron waraxe (103% power, 2 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 111% Damage (Melee): +7 mind / +4 acid When wielded/worn: Accuracy: +5 (+2 eff.) Damage when hit (Melee): 20 acid Changes stats: +2 Dex Changes resistances: +6% acid Changes resistances penetration: +5% nature Changes damage: +6% nature It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
Around waist | grounding rough leather belt of the giants grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +5% lightning / +5% temporal Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | Xowyn the Dawnwisp (10 def, 2 armour, 100% power, 18.5 block) Xowyn the Dawnwisp (10 def, 2 armour, 100% power, 18.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 97% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 On weapon hit: * 14% chance to corrode armour Damage (Melee): +4 acid / +4 light When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Effects on melee hit: * 40% chance to corrode armour Damage (Melee): 6 acid Damage when hit (Melee): 23 acid Changes damage: +6% light Talent granted: +1 Block Light radius: +2 Deflect projectiles away: +6% Handheld deflection devices. |
Cloak | enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Physical save: +5 (+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 | rough leather armour 'Thundercut' (7 def, 2 armour) rough leather armour 'Thundercut' (7 def, 2 armour)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +7 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +6% Damage (Melee): 6 lightning Damage (Ranged): 6 lightning Damage when hit (Melee): 8 lightning Changes stats: +4 Wil / +4 Cun / +4 Con Changes resistances: +12% lightning / +12% cold Maximum encumbrance: +20 Mental save: +11 (+4 eff.) Healing mod.: +5% A suit of armour made of leather. |
Inventory
copper amulet of strength (+2) copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
Aerewyn the Boltwind (128% power, 1 apr) Aerewyn the Boltwind (128% power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 128% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Armour penetration: +9 Changes resistances: +9% lightning Changes resistances penetration: +10% arcane / +9% physical Changes damage: +9% physical Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Massive two-handed mauls. |
Toriduhir the Sparkbore (97% power, 5 apr) Toriduhir the Sparkbore (97% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 97% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Lightning Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +4 lightning / +6 fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +6% acid / +9% temporal / +9% darkness Silence immunity: +10% Sharp, short and deadly. |
crackling iron shield (4 def, 2 armour, 100% power, 17.5 block) crackling iron shield (4 def, 2 armour, 100% power, 17.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 96% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 Damage (Melee): +11 lightning When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Effects when hit in melee: * 10% chance to daze Changes stats: +2 Dex Changes resistances: +11% lightning Talent granted: +1 Block Handheld deflection devices. |
Dawnwinnow the iron mail armour (2 def, 9 armour) Dawnwinnow the iron mail armour (2 def, 9 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical Changes resistances penetration: +25% mind Physical save: +6 (+2 eff.) Light radius: +2 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
iron mail armour of fire resistance (2 def, 4 armour) iron mail armour of fire resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +17% fire A suit of armour made of mail. |
scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady rough leather gloves (0 def, 1 armour) steady rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap 'Scaldquick' (0 def, 1 armour) rough leather cap 'Scaldquick' (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 mind Changes stats: +2 Str / +2 Wil Changes resistances: +6% blight / +6% fire / +7% darkness Changes damage: +6% mind Critical mult.: +10.00% Spell save: +7 (+2 eff.) Mental save: +12 (+4 eff.) Equilibrium when hit: +0.08 Light radius: +2 It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
rough leather cap of the bounder (0 def, 1 armour) rough leather cap of the bounder (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Str / +5 Dex A cap made of leather. |
iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
84 alchemist agate 84 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 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 AutoKnight the Shalore Deathknight level 10
9th Mirth 122nd year of Ascendancy at 07:34 see stats
By AutoKnight the Shalore Deathknight level 1
74th Pyre 122nd year of Ascendancy at 14:33 see stats
By AutoKnight the Shalore Deathknight level 9
4th Mirth 122nd year of Ascendancy at 00:27 see stats
Log
Ran for 2 turns (stop reason: dialog is displayed).
PAI_STATE_EXPLORE
Ran for 2 turns (stop reason: dialog is displayed).
PAI_STATE_EXPLORE
Ran for 2 turns (stop reason: dialog is displayed).
PAI_STATE_EXPLORE
There is a way to the previous level here (press '' or right click to use).
Ran for 2 turns (stop reason: dialog is displayed).
AI stopping: level change found
AutoKnight wears (replacing rough leather cap 'Scaldquick' (0 def, 1 armour)): Helm of the Dwarven Emperors (0 def, 6 armour).
You gain 0.30 gold from the transmogrification of quick iron torque of charged psionic shield [power 17] (16 cooldown).
You gain 1.25 gold from the transmogrification of steel plate armour (4 def, 9 armour).
You gain 0.07 gold from the transmogrification of woollen robe (5 def, 0 armour).
You gain 0.10 gold from the transmogrification of pouch of iron shots (15/15, 109% power, 1 apr).
You gain 1.17 gold from the transmogrification of iron waraxe of projection (103% power, 2 apr).
You gain 1.13 gold from the transmogrification of sun infusion of the psychic (rad 6; power 41; turns 3; dispells darkness).
Resting starts...
Rested for 28 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
AutoKnight deactivates Rime.
AutoKnight deactivates Corpse Explosion.
AutoKnight deactivates Spirit Feed.
AutoKnight deactivates Premonition.
AutoKnight deactivates Necrotic Aura.