Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3QuickTome: Sight Overhaul 1.4.8 Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. 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:
Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Everyone Options 1.4.5Starts characters off with category points instead of categories known. Shared Stash 1.4.8About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: Items Vault 1.4.8Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Auto-explore and Rest 1.4.5Quality 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. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Arcane Blade |
Level / Exp | 1 / 46% |
Size | big |
Lifes / Deaths | no deaths recorded 1 / 0 |
Primary Stats
Strength | 19 (base 16) |
Dexterity | 9 (base 10) |
Constitution | 13 (base 10) |
Magic | 15 (base 13) |
Willpower | 8 (base 10) |
Cunning | 15 (base 13) |
Resources
Life | 101/112 |
Mana | 90/90 |
Stamina | 95/95 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Offense: Mainhand
Damage | 16 |
Accuracy | 14 |
Crit Chance | 4% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 11 |
Crit Chance | 2% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 2 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 6 |
Physical Save | 17 |
Spell Save | 8 |
Mental Save | 8 |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 100% |
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
Generic Talents
Effects
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
Equipment
Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
On fingers | titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+4 eff.) Rings can have magical properties. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
In main hand | iron greatsword (113% power, 1 apr) iron greatsword (113% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 113% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Inventory
Eilinonne (0 def, 1 armour) =Cooldown= Eilinonne (0 def, 1 armour) =Cooldown=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +1 Fatigue: -3% Changes stats: +1 Str / +2 Mag Spell save: +2 (+2 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 28% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Breguhor the Earthquick (0 def, 3 armour) =Physical;Save= Breguhor the Earthquick (0 def, 3 armour) =Physical;Save=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +8.0% Physical power: +9 (+5 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 nature Changes stats: +3 Cun / +3 Con Changes resistances: +9% acid Changes resistances penetration: +15% nature / +10% physical Changes damage: +12% nature Physical save: +15 (+9 eff.) Mental save: +16 (+14 eff.) A pair of boots made of leather. |
Corruptionquake the pair of hardened leather boots (0 def, 9 armour) =Light= Corruptionquake the pair of hardened leather boots (0 def, 9 armour) =Light=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Damage when hit (Melee): 12 nature Changes damage: +15% light Light radius: +2 Infravision radius: +2 A pair of boots made of leather. |
Hettarion the pair of hardened leather boots (0 def, 3 armour) =Immunity= Hettarion the pair of hardened leather boots (0 def, 3 armour) =Immunity=Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +3 Fatigue: -1% Changes stats: +3 Cun / +2 Con Changes resistances: +7% lightning / +7% temporal / +1% physical Physical save: +17 (+10 eff.) Mental save: +16 (+14 eff.) Silence immunity: +31% Confusion immunity: +23% Stun/Freeze immunity: +26% Healing mod.: +5% A pair of boots made of leather. |
Yvubreth the pair of hardened leather boots (Nightmares) (0 def, 9 armour) =MentSave= Yvubreth the pair of hardened leather boots (Nightmares) (0 def, 9 armour) =MentSave=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +1 Cun Changes resistances penetration: +10% mind Mental save: +25 (+18 eff.) Infravision radius: +1 A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+6 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+5 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Deepsbreaker the pair of drakeskin leather boots (0 def, 5 armour) =Save;Stat= Deepsbreaker the pair of drakeskin leather boots (0 def, 5 armour) =Save;Stat=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Dex / +3 Mag / +3 Wil / +2 Cun / +3 Con / +6 Lck Changes resistances penetration: +5% nature Changes damage: +18% darkness Stealth bonus: +10 Physical save: +13 (+8 eff.) Mental save: +18 (+15 eff.) It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Gurelaith (0 def, 5 armour) =Speed= Gurelaith (0 def, 5 armour) =Speed=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -2% Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% lightning / +9% cold Maximum encumbrance: +33 Physical save: +11 (+7 eff.) A pair of boots made of leather. |
Salumina the pair of drakeskin leather boots (0 def, 5 armour) =PhysicalCrit= Salumina the pair of drakeskin leather boots (0 def, 5 armour) =PhysicalCrit=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+3 eff.) Armour: +5 Fatigue: +5% Changes resistances: +12% darkness / +6% blight Spell save: +13 (+12 eff.) A pair of boots made of leather. |
Shifting Boots (7 def, 1 armour) Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+7 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 10 (based on Magic), costing 22 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Starclamor the pair of drakeskin leather boots (8 def, 14 armour) =Blind= Starclamor the pair of drakeskin leather boots (8 def, 14 armour) =Blind=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+3 eff.) Armour: +14 Defense: +8 (+8 eff.) Ranged Defense: +8 (+8 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour * 40% chance to blind Damage when hit (Melee): 8 light Changes resistances penetration: +12% physical Changes damage: +6% light / +9% acid Infravision radius: +3 A pair of boots made of leather. |
pair of drakeskin leather boots 'Belutta' (0 def, 24 armour) =Res;Save= pair of drakeskin leather boots 'Belutta' (0 def, 24 armour) =Res;Save=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +24 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +5 Dex / +1 Con Changes resistances: +14% acid / +15% lightning / +21% fire / +5% arcane / +5% cold Maximum encumbrance: +10 Physical save: +12 (+7 eff.) Spell save: +12 (+12 eff.) Mental save: +15 (+13 eff.) Psi when hit: +0.12 Infravision radius: +1 A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of void walking (0 def, 5 armour) =Immunity= undeterred pair of drakeskin leather boots of void walking (0 def, 5 armour) =Immunity=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +22% darkness / +27% temporal Changes resistances penetration: +15% darkness / +16% temporal Silence immunity: +34% Confusion immunity: +39% Stun/Freeze immunity: +50% Defense after a teleport: +17 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Gogarin (0 def, 3 armour) =Str= Gogarin (0 def, 3 armour) =Str=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +5 Str / +5 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.2 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Iserithra' (0 def, 3 armour) =SpellCrit= pair of iron boots 'Iserithra' (0 def, 3 armour) =SpellCrit=Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spell save: +20 (+16 eff.) Vim when firing critical spell: +3.00 Spellpower: +4 (+4 eff.) Spell crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Polyyathra the Thunderquench (16 def, 4 armour) =Arcane= Polyyathra the Thunderquench (16 def, 4 armour) =Arcane=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+3 eff.) Armour: +4 Defense: +16 (+16 eff.) Fatigue: +3% Damage when hit (Melee): 4 lightning Changes resistances: +10% lightning / +8% temporal / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +6% arcane It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 24% chance to completely evade them and granting you 9 defense for 5 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Lustrearc' (0 def, 12 armour) =Move= pair of dwarven-steel boots 'Lustrearc' (0 def, 12 armour) =Move=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: +3% Damage when hit (Melee): 8 light / 16 fire Changes resistances penetration: +5% light Changes damage: +9% light / +9% fire Light radius: +1 Infravision radius: +3 Movement speed: +40% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+6 eff.) Armour: +12 Defense: +2 (+2 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+10 eff.) Mental save: +10 (+10 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+3 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 15 fire damage (based on Spellpower) to others who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Pureswift (0 def, 5 armour) =Cooldown= Pureswift (0 def, 5 armour) =Cooldown=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +5 Fatigue: -2% Changes stats: +6 Mag / +5 Cun / +4 Con Changes resistances: +14% cold / +14% fire Changes resistances penetration: +20% nature Critical mult.: +3.00% Maximum encumbrance: +10 Physical save: +25 (+14 eff.) Spell save: +6 (+6 eff.) Mental save: +23 (+17 eff.) Lowers spell cool-downs by: 10% Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorched Boots (4 def, 4 armour) Scorched Boots (4 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+4 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+9 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 30 power out of 40/40) : Effective talent level: 3.0 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 7.10 blight damage and is poisoned for 28.42 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, reducing healing factor by 20%. At talent level 4 you have a chance to inflict Numbing Blight, reducing damage dealt by 12%. At talent level 6 you have a chance to inflict Crippling Blight, giving a 10% chance for talent failure. The chance is evenly split between possible effects. The damage and secondary effects will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
The Warped Boots (2 def, 4 armour) The Warped Boots (2 def, 4 armour)Requires: - Talent Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +4 Defense: +2 (+2 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+10 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+7 eff.) It can be used to activate talent Spit Blight (costing 10 power out of 50/50) : Effective talent level: 3.0 Power cost: 10 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 140.00 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
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. |
Achievements
Log
Saving done.
You gain 5.00 gold from the transmogrification of Eden's Guile (2 def, 1 armour).
You gain 1.71 gold from the transmogrification of traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour).
You gain 12.00 gold from the transmogrification of Balolathaldir (0 def, 4 armour).
You gain 4.20 gold from the transmogrification of pair of rough leather boots 'Eclipsejam' (0 def, 1 armour).
You gain 2.00 gold from the transmogrification of Cinderfeet (3 def, 5 armour).
You gain 2.00 gold from the transmogrification of Frost Treads (1 def, 4 armour).
You gain 2.00 gold from the transmogrification of Frost Treads (1 def, 4 armour).
You gain 10.00 gold from the transmogrification of Scorched Boots (4 def, 4 armour).
You gain 10.00 gold from the transmogrification of The Warped Boots (Madness) (2 def, 4 armour).
You gain 2.00 gold from the transmogrification of Frost Treads (1 def, 4 armour).
You gain 5.00 gold from the transmogrification of Aetherwalk (Corpses) (6 def, 0 armour).
You gain 14.00 gold from the transmogrification of Boots of the Hunter (Misfortune) (2 def, 12 armour).
You gain 2.00 gold from the transmogrification of Cinderfeet (Nightmares) (3 def, 5 armour).
You gain 0.89 gold from the transmogrification of undeterred pair of hardened leather boots of void walking (0 def, 3 armour).
You gain 4.38 gold from the transmogrification of Unlightripper (0 def, 8 armour).
Feet wears: Hettarion the pair of hardened leather boots (0 def, 3 armour) =Immunity=.
You gain 11.70 gold from the transmogrification of Bethabrethra the Prismdream (0 def, 11 armour).
You gain 7.45 gold from the transmogrification of Lustreworm (0 def, 4 armour).
You gain 5.18 gold from the transmogrification of Murkquake (0 def, 3 armour).
You gain 6.49 gold from the transmogrification of Satyrcrack (0 def, 3 armour).
You gain 9.51 gold from the transmogrification of Shinetickler (0 def, 10 armour).
You gain 11.07 gold from the transmogrification of Urthozor (0 def, 5 armour).
You gain 4.75 gold from the transmogrification of blood-soaked pair of hardened leather boots of rushing (0 def, 3 armour).
You gain 4.10 gold from the transmogrification of traveler's pair of dwarven-steel boots of rushing (0 def, 4 armour).
You carry too much--you are encumbered!
Drop some of your items.
You gain 10.00 gold from the transmogrification of pair of hardened leather boots 'Relgodor' (4 def, 8 armour).
You gain 6.28 gold from the transmogrification of Belida (0 def, 3 armour).