Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Banished 1.7.2Adds the Banished, an afflicted class that pours its hate into its arrows and shadowy powers. Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Class: Hunted 1.7.6A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Nocturne 1.7.4Adds the Nocturne, a Darkness-based Doomed evolution. The Nocturne gains extra proficiency in the Cursed/Darkness tree, as well as access to two new high-level trees: Nightwalker - Use the darkness to escape, approach, hide, heal, and invisibly strike your foes. Umbra - Your darkness takes hold inside your enemies, giving you unprecedented power against them. Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil: Adds Blessed by the Light Evolution - Gain access to Energies, Radiance, and Sun talent groups - Celestial/Light, Suncloak talents become instant (Even though they do not display that way.) Avatar of a Distant Sun: (base game Sun Paladin Evolution) - Adds innate Light and Physical penetration. - Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.) Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen: - Your attacks bypass bleed resists. - Brutalize now hits around the user, and inflicts stun and confusion. - Increase damage of Darkside and Dark Sun talents. - Devourer Stance is now instant. - Splatter Sigils also restores hate. THANK YOU: This is a fork of Aeternis' original mod! Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Savage Evolution for Cursed 1.7.6Forgo arms to ravage your foes with fist and claw. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Possessor Bonus Class 1.7.4Donators/Buyers bonus! Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Light |
Mode | Nightmare Adventure |
Sex | Female |
Race | Shalore |
Class | Dark Priest |
Level / Exp | 17 / 90% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 18 (base 10) |
Constitution | 18 (base 10) |
Magic | 53 (base 44) |
Willpower | 22 (base 10) |
Cunning | 58 (base 41) |
Resources
Life | 303/303 |
Mana | 207/207 |
Paradox | 321 |
Healing Factor | 1.0711363549267 |
Regeneration | 2.4100567985851 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -993 |
Infravision | 6 |
See Stealth | 52.545425695689 |
See Invisible | 68.545425695689 |
Offense: Mainhand
Damage | 43 |
Accuracy | 26 |
Crit Chance | 33% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +25% |
Light | +11% |
Arcane | +6% |
Mind | +3% |
Nature | +12% |
Offense: Damage Penetration
Acid | +10% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 9 |
Physical Save | 9 |
Spell Save | 34 |
Mental Save | 25 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 10%( 70%) |
Physical | + 24%( 70%) |
Cold | + 13%( 70%) |
All | + 7%( 70%) |
Darkness | + 14%( 70%) |
Light | + 45%( 70%) |
Mind | + 14%( 70%) |
Fire | + 12%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 14% |
Poison Resistance | 20% |
Blind Resistance | 24% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 107 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (94 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dark | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Spell / Unlight | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Unhealing | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane Weapon | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Wicked Mind | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Zeal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Wicked Fervor |
talent | Aura of Unlight |
beneficial effect | The target is storing Shadow Charges, up to a maximum of 10. Shadow Charges |
beneficial effect | Grants invisibility (power 16), reducing damage dealt by 24% . This is taxing, increasing fatigue by 9%. Unseen |
Quests
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining fragments of the Chronomancy/Energy Life tree, but mostly other power. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining the Corruption/Vile Life tree, unlocked. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. But something has torn the Light apart. It must be whole again. You must be whole again! | active |
Equipment
On feet | insulating pair of rough leather boots of speed (0 def, 1 armour) insulating pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% fire / +6% cold Movement speed: +25% A pair of boots made of leather. |
On fingers | rogue's copper ring of luminosity rogue's copper ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Damage (Melee): 10 light Damage (Ranged): 10 light Changes stats: +3 Cun / +1 Mag Changes damage: +11% light Rings make your fingers look great! |
On fingers | steel ring 'Islitha' steel ring 'Islitha'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% acid / +3% physical / +24% nature Changes damage: +12% nature Mental save: +3 (+2 eff.) Blindness immunity: +10% Poison immunity: +20% Rings make your fingers look great! |
Around neck | Earthen Beads (slagged) Earthen Beads (slagged)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Damage when hit (Melee): 23 fire Changes stats: +5 Wil Changes resistances: +15% physical Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | Betamina the Sepsiswitch (sludge-dripping) (25-30 power, 5 apr, darkness element) Betamina the Sepsiswitch (sludge-dripping) (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Slime Spit (20% chance level 2). On weapon hit: * 16% chance to slow global speed by 47% When wielded/worn: Defense: +21 (+10 eff.) Effects on melee hit: * 20% chance to slow global speed by 47% Damage (Melee): 15 fire Changes resistances: +3% acid Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +20 (+6 eff.) Spell crit. chance: +10% See invisible: +10 Damage Shield penetration: +10% Damage Shield Power: +7% Staves designed for wielders of magic, by the greats of the art. |
On hands | Sileriakira the drakeskin leather gloves (0 def, 3 armour) Sileriakira the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +9 Armour: +3 Damage (Melee): 9 mind Changes stats: +4 Dex / +3 Mag / +7 Cun Changes resistances: +3% blight / +8% mind / +6% light / +8% darkness Changes damage: +3% mind / +6% arcane Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). Damage (radius 2) on crit: +7 mind / +10 light / +23 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 60.44 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | The Little Light The Little LightPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Changes resistances: +15% light Light radius: +4 An orb of light. It has embedded itself in your body, causing wisps of luminous energy to stream off of your skin. |
Cloak | Drorand (dulled) (2 def, 0 armour) Drorand (dulled) (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +13 Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to reduce damage dealt by 17% Changes stats: +3 Dex / +3 Mag / +4 Wil / +6 Cun Changes resistances: +20% light Changes resistances penetration: +10% acid Critical mult.: +12.00% Stealth bonus: +6 Spell save: +23 (+10 eff.) Spell crit. chance: +6% Light radius: +3 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Stormfront (30-45 power, 15 apr) Stormfront (30-45 power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+10 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Corpsebow CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 26 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+3 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Eye of Winter (mossy) (8-9 power, 18 apr, cold damage) Eye of Winter (mossy) (8-9 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Cold Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Nourishing Moss (20% chance level 3). When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +28% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Rimeblade (9-12 power, 6 apr) Rimeblade (9-12 power, 6 apr)Requires: - Magic 14 - Dexterity 14 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 2 Base power: 9.0 - 11.7 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +6 Crit. chance: +4.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances penetration: +10% physical / +10% cold Changes damage: +15% physical / +15% cold Spell crit. chance: +6% This surprisingly sharp blade appears to be a naturally formed icicle. |
Eclipse (18-22 power, 4 apr, darkness element) Eclipse (18-22 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 22.58 to 67.73 lightning damage (45.15 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Coral Spray (living) (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (living) (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Life regen: +14.00 Maximum air capacity: +20.00 Healing mod.: +28% Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Fireproof FireproofRequires: - Magic 15 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes resistances: +15% fire / +15% light / +15% arcane Reduce damage by fixed amount: +2 all Maximum wards: +2 fire / +2 light / +2 arcane Talent granted: +2 Ward Spell save: +15 (+7 eff.) Slows Projectiles: +15% Activating this item is instant. It can be used to instantly cure burning (removes all fire subtype detrimental effects) Activation costs 20 power out of 30/30. It feels cold to the touch and a little bit moist. |
Sparkstone (dulled) Sparkstone (dulled)Requires: - Magic 10 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to reduce damage dealt by 17% Changes resistances: +10% lightning / +20% light Reduce damage by fixed amount: +1 all Maximum wards: +1 lightning Changes damage: +10% lightning Talent granted: +1 Ward Spell save: +23 (+10 eff.) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +10% Slows Projectiles: +10% It can be used to activate talent Brain Storm (costing 24 power out of 30/30) : Effective talent level: 1.0 Power cost: 24 out of 30/30. Range: 3 Travel Speed: instantaneous Is: a mind power Description: Mentally focus electricity into a ball of plasma and hurl it at the target. The plasma will explode on impact, dealing 55.7 Lightning damage within radius 2. This talent will apply cross tier Brainlock. The damage will increase with your Mindpower. As you look at this wardstone, a spark catches your attention. Then more sparks suddenly dance around it. The sparks seem to be activated by your thoughts. |
2 agate 2 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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) Activation costs 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. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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. |
Achievements
By Malaria the Shalore Dark Priest level 10
5th Mirth 122nd year of Ascendancy at 07:07 see stats
By Malaria the Shalore Dark Priest level 16
2nd Flare 122nd year of Ascendancy at 08:52 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a hidden vault here (press '' or right click to use).
Ran for 5 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a stairs leading up here (press '' or right click to use).
Ran for 5 turns (stop reason: at exit).
You gain 25.00 gold from the transmogrification of Bethirawen the dwarven-steel torque of psionic shield [power 69] (25 cooldown).
You gain 1.76 gold from the transmogrification of shocking dwarven-steel shield of mind resistance (+13%) (0 def, 6 armour, 25-30 power, 80 block).
You gain 1.61 gold from the transmogrification of flaming dwarven-steel shield of lightning resistance (+21%) (0 def, 6 armour, 31-37 power, 85 block).
You gain 25.00 gold from the transmogrification of Emiwe the Duathelransom (3 def, 8 armour).
You gain 14.47 gold from the transmogrification of hardened leather cap 'Getelasta' (5 def, 9 armour).
You gain 11.46 gold from the transmogrification of hardened leather cap 'Fulydur' (10 def, 3 armour).
You gain 15.34 gold from the transmogrification of Cyrassra the Skyhack (2 def, 0 armour).
You gain 9.74 gold from the transmogrification of Glutha the woollen robe (0 def, 0 armour).
You gain 18.33 gold from the transmogrification of Glimmerraider (0 def, 0 armour).
You gain 15.01 gold from the transmogrification of Yaridan the cashmere cloak (8 def, 0 armour).
You gain 1.65 gold from the transmogrification of flaming dwarven-steel waraxe of massacre (25-35 power, 4 apr).
You gain 1.90 gold from the transmogrification of chilling dwarven-steel waraxe of massacre (26-36 power, 4 apr).
You gain 0.50 gold from the transmogrification of steel longsword (14-19 power, 3 apr).
You gain 0.50 gold from the transmogrification of steel longsword (14-20 power, 3 apr).
You gain 3.40 gold from the transmogrification of fungal yew longbow of dexterity (+6).
You gain 3.75 gold from the transmogrification of truestriking steel greatmaul (30-44 power, 2 apr).
You gain 1.82 gold from the transmogrification of shielding rune of the psychic (absorb 187; dur 4; cd 17).
You gain 1.07 gold from the transmogrification of shatter afflictions rune of the psychic (absorb 50; cd 19).
You gain 1.18 gold from the transmogrification of regeneration infusion of the sneak (heal 257; 15 cd).
There is a stairs leading downwards here (press '' or right click to use).
You feel mildly anxious, and walk with caution.