










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 | Higherr |
| Class | Adventurer |
| Level / Exp | 62 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 72 (base 47) |
| Dexterity | 96 (base 47) |
| Constitution | 94 (base 50) |
| Magic | 110 (base 44) |
| Willpower | 64 (base 34) |
| Cunning | 102 (base 46) |
Resources
| Life | 1711/1711 |
| Mana | 785/785 |
| Stamina | 274/343 |
| Healing Factor | 1.4772727272728 |
| Regeneration | 18.825171280764 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | -1001 |
| Infravision | 21 |
| See Stealth | 102.52621912545 |
| See Invisible | 105.52621912545 |
| Stealth | 73.670033297801 |
Offense: Mainhand
| Damage | 128 |
| Accuracy | 80 |
| Crit Chance | 94% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 107 |
| Accuracy | 80 |
| Crit Chance | 94% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Darkness | +41% |
| Temporal | +10% |
| Blight | +21% |
| Physical | +14% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Physical | +12% |
| Arcane | +10% |
| Darkness | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 43 (78.720930232558%) |
| Defense | 70 |
| Ranged Defense | 73 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 82 |
| Mental Save | 64 |
Defense: Resistances
| Darkness | + 59%( 70%) |
| Temporal | + 46%( 70%) |
| Acid | + 30%( 70%) |
| Physical | + 26%( 70%) |
| Cold | + 70%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Teleport Resistance | 0% |
| Disarm Resistance | 27% |
| Instadeath Resistance | 100% |
| Blind Resistance | 90% |
Inscriptions (3/3)
| 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 462 damage for 7 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 420 life over 5 turns. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 6/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 6/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Cunning / Poisons | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Arms Handling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Dual weapons | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Assassination | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Ambush | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 6/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Adventure / Partner | 1.00 |
| 1/13 |
| 1/29 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Race / Higherr | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 6/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 0.90 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Through The Crowd |
| talent | Adventure Friendly Fire Disabler |
| talent | Blade Flurry |
| talent | Stealth |
| talent | Lacerating Strikes |
| talent | Apply Poison |
| talent | Precise Strikes |
| talent | Close Combat Management |
| talent | Numbing Poison |
| talent | Crippling Poison |
| 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 |
| beneficial effect | The target is regaining 3 life per turn and refreshing talents at twice the normal rate. Invigorate |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.6 and stamina regeneration by 1.7. Soothing Darkness |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| beneficial effect | Parrying melee attacks: Has a 71% chance to deflect up to 43 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
Equipment
| On feet | wanderer's pair of voratun boots of phasing (Shrouds) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Mag / +4 Wil / +6 Cun / +6 Con Physical save: +25 (+6 eff.) Mental save: +21 (+6 eff.) It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 14 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 23 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | drakeskin leather cap 'Mardurain' (Corpses) (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Mag / +11 Wil / +9 Cun / +5 Con / +13 Lck Changes resistances: +16% cold Changes damage: +9% physical Allows you to breathe in: water Life regen: +0.60 Maximum stamina: +25.00 Spell crit. chance: +4% Mindpower: +5 (+2 eff.) Mental crit. chance: +6% A cap made of leather. |
| On hands | alchemist's dwarven-steel gauntlets of archery (Shrouds) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +5 Armour: +2 Damage (Melee): 5 acid / 5 fire / 6 cold / 5 lightning Changes stats: +7 Dex / +3 Mag / +4 Wil / +5 Cun When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +16 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 3). Damage (Melee): +8 ice / +7 fire / +9 acid / +13 lightning It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 19/25) : Effective talent level: 5.0 Power cost: 9 out of 19/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Durukath the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to disease Changes resistances: +15% acid Changes resistances penetration: +15% acid Changes damage: +12% acid / +21% blight Blindness immunity: +50% Infravision radius: +6 See stealth: +22 See invisible: +25 Rings can have magical properties. |
| On fingers | gladiator's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +9 Str / +9 Con Rings can have magical properties. |
| Around neck | wanderer's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +9 Cun / +9 Con Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
| In main hand | plaguebringer's voratun dagger (Nightmares) (40-52 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease Damage (Melee): +16 blight When wielded/worn: Disease immunity: +23% Sharp, short and deadly. |
| Around waist | spiritwalker's drakeskin leather belt of burglary (Nightmares) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +11 Dex / +11 Mag / +5 Wil / +11 Cun / +5 Con / +10 Lck Trap disarming bonus: +30 Stealth bonus: +11 Mana each turn: +0.60 Maximum mana: +49.00 Infravision radius: +5 A belt that goes around your waist. |
| In off hand | warbringer's voratun dagger of evisceration (Madness) (38-49.4 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 19 bleeding, 64% reduced healing When wielded/worn: Physical crit. chance: +11.0% Physical power: +19 (+5 eff.) Changes stats: +5 Con Changes resistances penetration: +12% physical Disarm immunity: +12% Sharp, short and deadly. |
| Cloak | Adyba the Brightvalor (Madness) (12 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Armour: +13 Defense: +12 (+3 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 4 arcane / 12 light Changes stats: +6 Cun / +5 Dex Changes resistances: +20% darkness / +33% cold Changes resistances penetration: +20% darkness / +10% arcane Changes damage: +21% darkness Stealth bonus: +25 Mental save: +6 (+2 eff.) Disarm immunity: +15% Stun/Freeze immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Death's Embrace (Nightmares) (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Str / +10 Dex / +10 Mag / +5 Wil / +10 Cun / +5 Con Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+3 eff.) It can be used to turn yourself invisible (power 45, based on Cunning and Magic) for 10 turns, costing 28 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
vitalizing steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +7 (+2 eff.) Blindness immunity: +19% Life regen: +1.40 Maximum life: +36.00 Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
Saluta the Skybraid (Shrouds) (29.5-38.35 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * Random elemental explosion * 20% chance to torment the target Damage (Melee): +14 lightning Burst (radius 1) on hit: +4 darkness When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances penetration: +12% acid / +11% darkness / +22% lightning / +12% cold / +11% mind / +11% fire Changes damage: +3% arcane Grants telepathy: Humanoid/Orc Psi when hit: +0.08 Maximum psi: +10.00 Sharp, short and deadly. |
Splendourwitch (Shrouds) (39-50.7 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 fire Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +8 fire When wielded/worn: Physical crit. chance: +12.0% Physical power: +6 (+2 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 20 blight Changes stats: +6 Con Changes resistances: +7% all Changes resistances penetration: +5% blight / +12% physical / +12% nature Changes damage: +6% blight Disarm immunity: +24% Light radius: +3 Sharp, short and deadly. |
Swordbreaker (Misfortune) (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
elemental voratun dagger of rage (Nightmares) (40-52 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +6 Str Changes resistances penetration: +14% acid / +14% fire / +14% lightning / +14% cold Changes damage: +12% physical Stamina when hit: +2.00 Sharp, short and deadly. |
battlemaster's cashmere cloak of fog (Madness) (9 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +4 Str / +3 Dex / +3 Con Changes resistances: +19% light / +19% fire Talent mastery: +0.40 Technique / Combat training Stealth bonus: +9 Spell save: -17 (-4 eff.) Stamina each turn: +0.40 Mana each turn: -0.15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stealthy pair of hardened leather boots of tirelessness (Madness) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Lck / +4 Dex Stealth bonus: +7 Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
dwarven-steel pickaxe of wreckage (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +4 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 45 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Achievements
Log
HScout deactivates Crippling Poison.
HScout deactivates Apply Poison.
HScout deactivates Blade Flurry.
HScout is no longer invigorated.
HScout deactivates Lacerating Strikes.
HScout deactivates Numbing Poison.
HScout deactivates Close Combat Management.
HScout deactivates Precise Strikes.
HScout deactivates Stealth.
HScout deactivates Through The Crowd.
HScout deactivates Adventure Friendly Fire Disabler.
OTempor deactivates Adventure Friendly Fire Disabler.
OTempor deactivates Shield Wall.
OTempor deactivates Weapon Folding.
OTempor deactivates Through The Crowd.
NStormer deactivates Elemental Stance.
NStormer is no longer rampaging.
NStormer is no longer invigorated.
NStormer deactivates Wind Storm.
NStormer deactivates Feather Wind.
NStormer deactivates Adventure Friendly Fire Disabler.
NStormer deactivates Spellsword Combat.
NStormer deactivates Spellcraft.
NStormer deactivates Frenzy.
NStormer deactivates Air Stance.
NStormer deactivates Elemental Destruction.
NStormer activates Elemental Destruction.
NStormer deactivates Elemental Destruction.
NStormer is mercurial no longer.
NStormer deactivates Close Combat Management.








































































