










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.5.0Donators/Buyers bonus! Adventuring Party 1.5.1Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 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. Reworked Higher Racials 1.5.2Reworks the Higher racial tree. Gift of the Highborn: For the next 10 turns, heal whenever you use a talent, based on its cost. Overseer of Nations: Unchanged, except for removing the Sight Radius increase. Tended to make playing just more awkward in regards to autoexplore and range 10 talents. Born into Magic: Passively convert some of your Willpower into Magic. At higher Talent Levels, increase the effect of Magic on your spellsave. Highborn's Bloom: Gain increased Max Life, Heal Mod %, and Life Regen. Greatly scales with Willpower. Arcane Combat Tweaks 1.5.0Tweaks to the Arcane Command configuration dialog. Notable features:
Stop Hitting Yourself! 1.5.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Playable Naloren Race 1.4.8Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. |
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 80 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded 6 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 128 (base 75) |
| Dexterity | 85 (base 52) |
| Constitution | 128 (base 56) |
| Magic | 41 (base 35) |
| Willpower | 101 (base 65) |
| Cunning | 88 (base 39) |
Resources
| Life | 2707/2780 |
| Hate | 12/136 |
| Stamina | 515/528 |
| Equilibrium | 44 |
| Healing Factor | 1.5939597315437 |
| Regeneration | 0.39848993288593 |
Speed
| Mental | +30.879794623982% |
| Attack | 0% |
| Movement | +1.0036416142611E-11% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 13 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 195 |
| Accuracy | 73 |
| Crit Chance | 55% |
| APR | 22 |
| Speed | 0.76 |
Offense: Spell
| Spellpower | 14.5 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 66 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Acid | +12% |
| Physical | +8% |
| Lightning | +9% |
| Darkness | +12% |
| Arcane | +18% |
| Mind | +43% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24.413408721348 (66.666666666667%) |
| Defense | 33 |
| Ranged Defense | 38 |
| Fatigue | 17 |
| Physical Save | 100 |
| Spell Save | 83 |
| Mental Save | 104 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 53%( 70%) |
| Arcane | + 30%( 70%) |
| Mind | + 19%( 70%) |
| All | + 20%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 43%( 70%) |
| Darkness | + 59%( 70%) |
| Physical | + 38%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Stun Resistance | 68% |
| Poison Resistance | 28% |
| Blind Resistance | 53% |
| Silence Resistance | 0% |
| Bleed Resistance | 35% |
| Teleport Resistance | 10% |
| Pinning Resistance | 58% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 23% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 506 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 10 turns. While Heroism is active, you will only die when reaching -906 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.00 |
| 8/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Expertise / Combat | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.00 |
| 8/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.00 |
| 1/5 |
| 7/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.00 |
| 7/5 |
| 7/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Expertise / Swords | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Strife | 1.00 |
| 7/5 |
| 6/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 3/5 |
| 7/5 |
| 7/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 1/13 |
| 1/29 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Technique / Combat training | 1.00 |
| 7/5 |
| 3/5 |
| 7/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Gladiator | 1.00 |
| 7/5 |
| 7/5 |
| 6/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Through The Crowd |
| talent | Adventure Friendly Fire Disabler |
| talent | Lacerating Strikes |
| talent | Stalk |
| talent | Berserker |
| talent | Cleave |
| talent | Antimagic Shield |
| talent | Gloom |
| talent | Combat Instinct |
| talent | Frenzy |
| beneficial effect | The target's appearance has been altered. Cloak of Deception |
| beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
| detrimental effect | Zone-wide effect: +10% mind damage, -10% mind resistance, -10% spellpower, -20% silence immunity. Eerie silence |
Quests
Equipment
| On feet | Arareba the Jetblood (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str / +3 Cun / +11 Con Changes resistances: +6% acid Changes damage: +12% acid / +8% physical / +12% darkness Physical save: +19 (+4 eff.) Mental save: +19 (+4 eff.) Stamina each turn: +0.90 Maximum stamina: +28.00 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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. |
| On head | Forestbrawn (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 45% * 30 arcane resource burn Damage when hit (Melee): 12 lightning Changes stats: +20 Dex / +4 Wil / +5 Cun Changes resistances: +6% lightning / +25% darkness / +9% blight / +5% arcane / +9% light Changes damage: +9% nature Spell save: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Infravision radius: +8 A cap made of leather. |
| Tool | Tempestwar the voratun torque of charged psionic shield [power 173] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Wil Maximum wards: +3 physical / +5 mind / +5 darkness Changes damage: +15% mind / +9% lightning Talent granted: +1 Ward Critical mult.: +15.00% Mental save: +9 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +10% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 173 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +10 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | titan's stralite ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +9 Cun / +9 Con Physical save: +18 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| Around waist | Boreldir the drakeskin leather belt (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Str / +3 Mag / +6 Con Changes resistances penetration: +20% temporal Changes damage: +18% arcane / +18% mind Mental save: +65 (+11 eff.) Maximum hate: +6.00 Mindpower: +17 (+4 eff.) Infravision radius: +5 Heals friendly targets nearby when you use a nature summon: +40 Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% A belt that goes around your waist. |
| In main hand | Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
| On hands | brawler's drakeskin leather gloves of the iron hand (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +10 Str / +5 Dex / +5 Wil / +5 Cun / +5 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+3 eff.) Disarm immunity: +50% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Filthbraid (Misfortune) (20 def, 16 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +20 (+9 eff.) Fatigue: +16% Damage when hit (Melee): 4 mind / 20 physical Changes stats: +11 Str / +5 Dex / +5 Mag / +7 Wil / +11 Cun / +12 Con Changes resistances: +6% blight / +6% nature / +8% arcane Changes damage: +6% nature Mental save: +25 (+5 eff.) Blindness immunity: +10% Cut immunity: +35% Knockback immunity: +10% Maximum life: +84.00 Maximum psi: +10.00 A suit of armour made of mail. |
| Cloak | Lightningpiercer the elven-silk cloak (Corpses) (12 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +12 (+6 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -7% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 28 lightning Changes stats: +6 Str / +6 Wil / +6 Cun / +6 Con Changes resistances: +9% mind / +3% blight Physical save: +21 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +30% Stun/Freeze immunity: +10% Teleport immunity: +10% Only die when reaching: -60.00 life Maximum life: +110.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ebonyraze the stralite amuletInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Wil / +5 Con Changes resistances: +23% blight / +20% light / +24% darkness / +21% nature Grants telepathy: Humanoid/Orc Blindness immunity: +43% Poison immunity: +28% Disease immunity: +37% Maximum hate: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +1% Amulets can have magical properties. |
Inventory
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Sparkgasher the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances: +2% physical / +6% cold / +15% mind / +9% darkness Changes resistances penetration: +20% light / +15% lightning Changes damage: +12% lightning Mental save: +45 (+8 eff.) Disarm immunity: +15% Pinning immunity: +15% Teleport immunity: +20% Mindpower: +11 (+2 eff.) Rings can have magical properties. |
painweaver's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +14 (+3 eff.) Changes damage: +8% all Spellpower: +14 (+4 eff.) Mindpower: +15 (+3 eff.) Rings can have magical properties. |
steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +4 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
elven-silk cloak 'Bokuyaldir' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +3 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Dex / +1 Mag / +8 Cun Changes resistances: +10% acid / +6% temporal / +9% cold / +5% arcane / +10% fire / +12% mind / +10% lightning Changes resistances penetration: +5% mind Changes damage: +9% mind Spell save: +9 (+2 eff.) Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Fatigue: +20% Changes stats: +8 Cun / +8 Dex Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +0% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Changes damage: +20% lightning Damage affinity(heal): +20% lightning Spell save: +20 (+4 eff.) Mindpower: +10 (+2 eff.) Movement speed: +15% Chance to avoid any damage: +8% This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
supercharged dwarven-steel torque of psychoportation [power 54] (39 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 54), putting all charms on cooldown for 39 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Log
SmFire deactivates Shielding.
SmFire deactivates Wildfire.
SmFire deactivates Adventure Friendly Fire Disabler.
SmFire deactivates Mage Wind.
SmFire deactivates Spellcraft.
SmFire deactivates Fiery Hands.
SmFire deactivates Arcane Depths.
SmFire deactivates Through The Crowd.
SmFire deactivates Inner Power.
SmFire deactivates Arcane Power.
SmFire deactivates Burning Wake.
SmFire deactivates Arcane Shield.
SmFire deactivates Mage Armour.
SmFire deactivates Shock Hands.
OArcher deactivates Apply Poison.
OArcher deactivates Through The Crowd.
OArcher deactivates Adventure Friendly Fire Disabler.
OArcher deactivates Incendiary Ammunition.
OArcher deactivates Lacerating Strikes.
OArcher deactivates Shield Wall.
OArcher deactivates Aim.
OArcher deactivates Insidious Poison.
OArcher deactivates Numbing Poison.
NRogue deactivates Numbing Poison.
NRogue deactivates Apply Poison.
NRogue deactivates Adventure Friendly Fire Disabler.
NRogue deactivates Frenzy.
NRogue deactivates Through The Crowd.
NRogue deactivates Leeching Poison.
NRogue deactivates Lacerating Strikes.
































































