Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Half-Cost Category Mastery 1.3.1 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. Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 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: Bastion 1.4.6A complete rework for Bulwark. Everyone Options 1.4.5Starts characters off with category points instead of categories known. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. 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. 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. Items Vault 1.4.8Donators/Buyers bonus! Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bastion |
| Level / Exp | 95 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Mayibeth the cutpurse at level 27 on the 50th Dusk 122nd year of Ascendancy at 12:09 4 / 3Killed by shadow at level 27 on the 50th Dusk 122nd year of Ascendancy at 13:36 Killed by Urkis, the High Tempest at level 95 on the 41st Haze 122nd year of Ascendancy at 05:07 |
Primary Stats
| Strength | 115 (base 100) |
| Dexterity | 62 (base 61) |
| Constitution | 116 (base 100) |
| Magic | 13 (base 10) |
| Willpower | 101 (base 69) |
| Cunning | 47 (base 30) |
Resources
| Life | 5505/5505 |
| Stamina | 1370/1370 |
| Healing Factor | 1.28 |
| Regeneration | 49.28 |
Speed
| Mental | +50.25% |
| Attack | +50.25% |
| Movement | -42.5% |
| Spell | +50.25% |
| Global | +114.75% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 11 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 174 |
| Accuracy | 74 |
| Crit Chance | 98% |
| APR | 10 |
| Speed | 0.67 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 77 |
| Crit Chance | 83% |
| Speed | 0.66555740432612 |
Offense: Mind
| Mindpower | 94 |
| Crit Chance | 83% |
| Speed | 0.66555740432612 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 123.32 (100%) |
| Defense | 60 |
| Ranged Defense | 63 |
| Fatigue | 11 |
| Physical Save | 75 |
| Spell Save | 41 |
| Mental Save | 63 |
Defense: Resistances
| All | + 24%( 84%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Poison Resistance | 20% |
| Stun Resistance | 27% |
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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 451 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Superiority | 4.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Warcries | 1.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Soldier | 9.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Shield defense | 10.10 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Shield offense | 1.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Retaliation | 2.90 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Knighthood | 2.10 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 6/5 |
| Technique / Arms | 1.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Conditioning | 2.10 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Combat training | 1.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| 8/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed warg claw. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| On feet | traveler's pair of iron boots of uncanny dodging (3 def, 3 armour) traveler's 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 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -3% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ce'Navena Ce'NavenaPowered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 12 arcane Changes stats: +7 Wil Changes resistances: +7% darkness / +3% temporal Changes damage: +6% light / +6% mind Damage affinity(heal): +5% light Critical mult.: +21.00% Physical save: +25 (+6 eff.) Stun/Freeze immunity: +5% Vim when firing critical spell: +1.00 Light radius: +4 It can be used to activate talent Sun Flare, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 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 61.56 light damage within radius 3. The damage done will increase with your Spellpower. 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 | Voryma the rough leather cap (0 def, 1 armour) Voryma the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 physical Changes stats: +2 Str / +2 Wil Changes resistances: +6% blight Changes resistances penetration: +10% physical Maximum encumbrance: +10 Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Maximum stamina: +5.00 A cap made of leather. |
| 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 | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +0.90 Rings can have magical properties. |
| On fingers | Xeryta the copper ring Xeryta the copper ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +1 Physical power: +7 (+1 eff.) Changes stats: +3 Mag / +5 Wil / +8 Cun / +2 Con Changes resistances: +1% physical Changes resistances penetration: +15% mind Changes damage: +3% mind / +3% physical Maximum stamina: +5.00 Spellpower: +13 (+3 eff.) Mindpower: +12 (+3 eff.) Rings can have magical properties. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Bloomspike the dwarven-steel waraxe (26.5-37.1 power, 4 apr) Bloomspike the dwarven-steel waraxe (26.5-37.1 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +14 cold / +4 nature / +8 temporal Burst (radius 1) on hit: +8 mind When wielded/worn: Damage when hit (Melee): 4 mind / 8 temporal Changes resistances: +8% temporal Changes damage: +3% mind One-handed war axes. |
| Around waist | blurring rough leather belt blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Stealth bonus: +6 A belt that goes around your waist. |
| In off hand | wintry stralite shield of earthen fury (10 def, 12 armour, 50.5-60.6 power, 134.5 block) wintry stralite shield of earthen fury (10 def, 12 armour, 50.5-60.6 power, 134.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +134 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +22 cold When wielded/worn: Armour: +12 Armour Hardiness: +9% Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 16 ice Changes stats: +5 Wil Changes resistances: +15% physical / +18% cold Talent granted: +4 Block Handheld deflection devices. |
| Cloak | elven-silk cloak 'Layowe' (18 def, 10 armour) elven-silk cloak 'Layowe' (18 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +10 Defense: +18 (+5 eff.) Fatigue: -7% Changes stats: +1 Dex Changes resistances: +19% acid / +20% lightning / +24% darkness / +5% arcane / +18% blight / +20% cold / +18% nature / +20% fire Changes resistances penetration: +19% darkness / +10% arcane Changes damage: +25% darkness Stealth bonus: +20 Physical save: +54 (+12 eff.) Spell save: +25 (+9 eff.) Mental save: +50 (+12 eff.) Life regen: +3.00 Only die when reaching: -100.00 life Maximum life: +70.00 Healing mod.: +28% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Heatpanic the voratun mail armour (5 def, 20 armour) Heatpanic the voratun mail armour (5 def, 20 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to gain 10% of a turn Damage (Melee): 17 acid / 23 fire Damage when hit (Melee): 13 acid / 16 fire / 8 arcane Changes stats: +13 Str / +9 Wil / +5 Cun / +14 Con Changes resistances: +29% lightning / +30% acid / +28% cold / +6% arcane / +64% fire Changes resistances penetration: +5% arcane / +5% temporal Changes damage: +6% fire Physical save: +12 (+3 eff.) Mental save: +25 (+6 eff.) Maximum life: +193.00 A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. teleportation rune (range 103)teleportation rune (range 103) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (67% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Belyletira BelyletiraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes stats: +1 Cun / +3 Con Changes resistances: +6% acid / +13% light / +13% darkness Changes resistances cap: +3% all Grants telepathy: Dragon Humanoid/Orc Reduces incoming crit damage: 10.00% Physical save: +17 (+5 eff.) Blindness immunity: +25% Life regen: +0.90 Maximum life: +35.00 Infravision radius: +2 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. arcing steel longsword (16-22.4 power, 3 apr)arcing steel longsword (16-22.4 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. inquisitor's steel mace of crippling (13-18.2 power, 3 apr)inquisitor's steel mace of crippling (13-18.2 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn On weapon crit: * burns latent spell energy * cripple the target When wielded/worn: Physical crit. chance: +9.0% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. arcing steel dagger of daylight (11-14.3 power, 6 apr)arcing steel dagger of daylight (11-14.3 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 light / +9 lightning Damage against: +11% Undead Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. ash longbowash longbow Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Longbows are used to shoot arrows at your foes. |
Bokurand the iron shield (4 def, 7 armour, 14.5-17.4 power, 47 block) Bokurand the iron shield (4 def, 7 armour, 14.5-17.4 power, 47 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +47 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +7 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +6% lightning / +1% physical / +3% blight / +5% arcane / +3% temporal Talent granted: +1 Block Mental save: +10 (+2 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. coruscating steel shield (6 def, 2 armour, 15-18 power, 41 block)coruscating steel shield (6 def, 2 armour, 15-18 power, 41 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +41 Damage (Melee): +14 fire When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 22 fire Changes stats: +3 Str Changes resistances: +14% fire Talent granted: +2 Block Handheld deflection devices. |
Chudor (13 def, 24 armour) Chudor (13 def, 24 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +24 Defense: +13 (+3 eff.) Fatigue: +17% Changes stats: +7 Str / +3 Wil / +3 Cun / +5 Con Changes resistances: +16% light / +15% darkness / +8% mind Reduces incoming crit damage: 15.00% Physical save: +8 (+2 eff.) Mental save: +35 (+9 eff.) Maximum life: +52.00 Infravision radius: +3 A suit of armour made of metal plates. |
enveloping linen cloak of Eldoral (7 def, 0 armour) enveloping linen cloak of Eldoral (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +2 Cun / +1 Dex 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. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel 3 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
5 citrine 5 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. |
5 zircon 5 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
184 alchemist agate 184 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (151 power, based on Willpower), costing 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 22 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (4/4) Rod of Recall (4/4)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 93 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. |
Branostir the iron torque of thermal psionic shield [power 21] (7 cooldown) Branostir the iron torque of thermal psionic shield [power 21] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Wil Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Heals friendly targets nearby when you use a nature summon: +20 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 21 for 7 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty) (Uniques)
Killed Ben Cruthdar the Cursed.By Ergenoir ir'Tain the Cornac Bastion level 19
22nd Dusk 122nd year of Ascendancy at 10:17 see stats
Dragon's Greed (Nightmare (Adventure) difficulty) (Uniques)
Amassed 8000 gold pieces.By Ergenoir ir'Tain the Cornac Bastion level 54
53rd Dusk 122nd year of Ascendancy at 21:45 see stats
Level 10 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 10.By Ergenoir ir'Tain the Cornac Bastion level 10
78th Pyre 122nd year of Ascendancy at 09:48 see stats
Level 20 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 20.By Ergenoir ir'Tain the Cornac Bastion level 20
50th Dusk 122nd year of Ascendancy at 01:52 see stats
Level 30 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 30.By Ergenoir ir'Tain the Cornac Bastion level 30
53rd Dusk 122nd year of Ascendancy at 03:48 see stats
Level 40 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 40.By Ergenoir ir'Tain the Cornac Bastion level 40
53rd Dusk 122nd year of Ascendancy at 12:53 see stats
Level 50 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 50.By Ergenoir ir'Tain the Cornac Bastion level 50
53rd Dusk 122nd year of Ascendancy at 18:37 see stats
Overpowered! (Nightmare (Adventure) difficulty) (Uniques)
Did over 6000 damage in one attack.By Ergenoir ir'Tain the Cornac Bastion level 72
54th Dusk 122nd year of Ascendancy at 10:37 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty) (Uniques)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ergenoir ir'Tain the Cornac Bastion level 72
54th Dusk 122nd year of Ascendancy at 17:33 see stats
Size is everything (Nightmare (Adventure) difficulty) (Uniques)
Did over 1500 damage in one attack.By Ergenoir ir'Tain the Cornac Bastion level 60
54th Dusk 122nd year of Ascendancy at 00:16 see stats
Size matters (Nightmare (Adventure) difficulty) (Uniques)
Did over 600 damage in one attack.By Ergenoir ir'Tain the Cornac Bastion level 19
6th Dusk 122nd year of Ascendancy at 15:36 see stats
The Arena (Nightmare (Adventure) difficulty) (Uniques)
Unlocked Arena mode.By Ergenoir ir'Tain the Cornac Bastion level 13
79th Pyre 122nd year of Ascendancy at 02:21 see stats
The bigger the better! (Nightmare (Adventure) difficulty) (Uniques)
Did over 3000 damage in one attack.By Ergenoir ir'Tain the Cornac Bastion level 70
54th Dusk 122nd year of Ascendancy at 06:44 see stats
The secret city (Nightmare (Adventure) difficulty) (Uniques)
Discovered the truth about mages.By Ergenoir ir'Tain the Cornac Bastion level 17
2nd Summertide 122nd year of Ascendancy at 13:02 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty) (Uniques)
Amassed 3000 gold pieces.By Ergenoir ir'Tain the Cornac Bastion level 50
53rd Dusk 122nd year of Ascendancy at 18:37 see stats
Treasure Hunter (Nightmare (Adventure) difficulty) (Uniques)
Amassed 1000 gold pieces.By Ergenoir ir'Tain the Cornac Bastion level 40
53rd Dusk 122nd year of Ascendancy at 12:53 see stats
Log
Storm drake hatchling hits Ergenoir ir'Tain for (134 blocked), (104 indomitable), 85 physical, (16 blocked), 0 cold, (12 blocked), 0 acid, (9 blocked), 0 fire, (4 blocked), 0 mind, (6 blocked), 0 lightning (85 total damage).
Storm drake hatchling hits Ergenoir ir'Tain for (134 blocked), (76 indomitable), 57 physical, (11 blocked), 0 cold, (9 blocked), 0 acid, (12 blocked), 0 fire, (3 blocked), 0 mind, (6 blocked), 0 lightning (57 total damage).
Storm drake hatchling hits Ergenoir ir'Tain for (134 blocked), (117 indomitable), 92 physical, (16 blocked), 0 cold, (12 blocked), 0 acid, (17 blocked), 0 fire, (4 blocked), 0 mind, (9 blocked), 0 lightning (92 total damage).
Ergenoir ir'Tain hits Storm drake hatchling for 2599 physical, 50 cold, 39 acid, 27 fire, 13 mind, (2728 total damage).
Ergenoir ir'Tain hits Storm drake hatchling for 2113 physical, 35 cold, 27 acid, 39 fire, 9 mind, (2224 total damage).
Ergenoir ir'Tain hits Storm drake hatchling for 1944 physical, 35 cold, 27 acid, 39 fire, 9 mind, (2055 total damage).
Ergenoir ir'Tain hits Urkis, the High Tempest for 970 physical, 5 cold, 6 acid, 4 fire, 3 mind, , 66 physical, 491 physical, 5 cold, 6 acid, 4 fire, 3 mind, , 66 physical, 53 physical, 53 physical, 53 physical, 7 physical, 5 physical, 5 physical (1807 total damage).
Ergenoir ir'Tain hits Storm drake hatchling for 841 physical, 25 cold, 20 acid, 28 fire, 4 mind, (918 total damage).
Ergenoir ir'Tain hits Iseba the snow giant for (113 dissipated), 263 physical, (0 dissipated), 0 cold, (0 dissipated), 0 acid, (0 dissipated), 0 fire, (0 dissipated), 0 mind, , (53 dissipated), 124 physical, (0 dissipated), 0 cold, (0 dissipated), 0 acid, (0 dissipated), 0 fire, (0 dissipated), 0 mind, (387 total damage).
Storm drake hatchling hits Ergenoir ir'Tain for (79 indomitable), 58 physical, (2 indomitable), 2 cold, (2 indomitable), 2 acid, (1 indomitable), 1 fire, (1 indomitable), 1 mind, (3 indomitable), 2 lightning (65 total damage).
Iseba the snow giant hits Ergenoir ir'Tain for (37 blocked), 0 physical, (0 blocked), 0 physical, (0 blocked), 0 mind, (10 blocked), 0 physical, (1 indomitable), 1 cold, (9 indomitable), 7 physical, (0 indomitable), 0 physical, (0 indomitable), 0 mind, (5 indomitable), 4 physical, (1 indomitable), 1 cold (11 total damage).
Urkis, the High Tempest hits Ergenoir ir'Tain for (134 blocked), (35 indomitable), 29 physical, (2 blocked), 0 cold, (3 blocked), 0 acid, (2 blocked), 0 fire, (1 blocked), 0 mind, (48 blocked), 0 light, (29 blocked), 0 physical, (99 blocked), 0 physical, (2 blocked), 0 cold, (3 blocked), 0 acid, (2 blocked), 0 fire, (1 blocked), 0 mind, (48 blocked), 0 light, (29 blocked), 0 physical, (24 blocked), 0 physical, (24 blocked), 0 physical, (24 blocked), 0 physical, (2 indomitable), 1 physical, (1 indomitable), 1 physical, (1 indomitable), 1 physical (32 total damage).
Iseba the snow giant casts Spatial Tether.
Urkis, the High Tempest casts Freeze.
Urkis, the High Tempest hits Ergenoir ir'Tain for (581 indomitable), 415 cold (415 total damage).
Ergenoir ir'Tain the level 95 cornac bastion was cooled to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
You have 4 life(s) left.
Ergenoir ir'Tain is no longer influenced by martyrdom.
The Hurricane around Ergenoir ir'Tain dissipates.
Ergenoir ir'Tain is firmly planted in reality.
Ergenoir ir'Tain is free from the acid.
Ergenoir ir'Tain is no longer tethered.
Ergenoir ir'Tain is free from the entropy.
Ergenoir ir'Tain is no longer evading attacks.
Ergenoir ir'Tain's light is back.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Urkis, the High Tempest killed Ergenoir ir'Tain!
Saving done.
