Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Allow Respec Anywhere 1.2.3Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. 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: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Hulk! 1.4.8 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
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. 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: Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 506 / 75% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1510 (base 516) |
Dexterity | 1517 (base 516) |
Constitution | 539 (base 516) |
Magic | 518 (base 516) |
Willpower | 518 (base 516) |
Cunning | 523 (base 516) |
Resources
Life | 2310014/2310146 |
Stamina | 16320/16436 |
Psi_feedback | 4/7575 |
Healing Factor | 2.1191819464034 |
Regeneration | 13849.180917257 |
Speed
Mental | +190% |
Attack | +200% |
Movement | +2525% |
Spell | +200% |
Global | +2633.4% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 104 |
See Stealth | 577.71403298545 |
See Invisible | 577.71403298545 |
Offense: Mainhand
Damage | 30241 |
Accuracy | 867 |
Crit Chance | 3609% |
APR | 4225 |
Speed | 0.31 |
Offense: Spell
Spellpower | 250 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 984.75 |
Offense: Mind
Mindpower | 502 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 5900.5353248077 (100%) |
Defense | 432 |
Ranged Defense | 432 |
Fatigue | 35 |
Physical Save | 603 |
Spell Save | 828 |
Mental Save | 554 |
Defense: Resistances
All | +1098%(100%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 64% |
Bleed Resistance | 100% |
Confusion Resistance | 0% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (2/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: -159 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 444.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -123 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 130 damage for 5 turns. |
Class Talents
Technique / Combat techniques | 20.30 |
| 50/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Technique / Two-handed weapons | 99.20 |
| 50/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Technique / Archery training | 20.40 |
| 50/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Technique / Superiority | 52.60 |
| 50/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Technique / Combat veteran | 20.20 |
| 50/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Technique / Warcries | 20.10 |
| 50/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Technique / Battle tactics | 20.00 |
| 50/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Technique / Shield offense | 22.40 |
| 50/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Technique / Shield defense | 20.60 |
| 50/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Cunning / Dirty fighting | 100.70 |
| 50/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Generic Talents
Technique / Combat training | 53.20 |
| 50/5 |
| 38/5 |
| 38/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Technique / Conditioning | 20.10 |
| 50/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Cunning / Survival | 20.10 |
| 50/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Undead / Skeleton | 20.00 |
| 50/5 |
| 50/5 |
| 50/5 |
| 50/5 |
Effects
talent | Precise Strikes |
talent | Berserker |
beneficial effect | The target's appearance has been altered. Cloak of Deception |
detrimental effect | Zone-wide effect: +10% cold damage, -10% cold resistance, -10% physical save, -20% confusion immunity. Grave chill |
beneficial effect | Each melee blow landed has a 99% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Infinite Dungeon. Escort: injured seer (level 3 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You abandoned lone alchemist to death. Escort: lone alchemist (level 37 of Infinite Dungeon) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 9 of Infinite Dungeon) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 10 of Infinite Dungeon) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 16 of Infinite Dungeon) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 21 of Infinite Dungeon) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Infinite Dungeon. Escort: lost warrior (level 7 of Infinite Dungeon)As a reward you improved Strength by +2. | done |
You abandoned repented thief to death. Escort: repented thief (level 34 of Infinite Dungeon) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 14 of Infinite Dungeon) | failed |
Wake up and kill the dreaming horror boss 'Ce'Neriarialaith the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 35) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 22) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 28)You completed the challenge and received: Random Artifact: Voidbile (22/22, 12-16.8 power, 7 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 33) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 42) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 8)You completed the challenge and received: +1 Category Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 6)You completed the challenge and received: Random Artifact: Furnaceoblivion | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 13) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 19) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 23) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 44) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 47) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 5) | failed |
Leave the level in less than 144 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (144) (Level 29)Turns left: 89 You completed the challenge and received: Random Artifact: Coalmaster (7 def, 4 armour) | done |
Leave the level in less than 261 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (261) (Level 11)Turns left: 231 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 279 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (279) (Level 15)Turns left: 226 You completed the challenge and received: +1 Category Point | done |
Leave the level in less than 279 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (279) (Level 32)Turns left: 202 You completed the challenge and received: +3 Stat Points | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
Quiver | deadly quiver of yew arrows of corruption (19/19, 50-70 power, 10 apr) deadly quiver of yew arrows of corruption (19/19, 50-70 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 50.0 - 70.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * 20% chance to curse the target Damage (Ranged): +20 blight / +21 darkness Arrows are used with bows to pierce your foes to death. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | grounding iron helm of constitution (+4) (0 def, 3 armour) grounding iron helm of constitution (+4) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Con Changes resistances: +7% lightning / +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron torque of mindblast [power 93] (1 cooldown) iron torque of mindblast [power 93] (1 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to fire a blast of psionic energies in a range 17 beam dealing 46.50 to 93.00 mind damage, putting all charms on cooldown for 1 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | gladiator's copper ring of misery gladiator's copper ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+0 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +6 Str / +3 Cun / +6 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 1 cooldown : Effective talent level: 60.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 342% weapon damage. If the attack hits, the target will bleed for 616% weapon damage over 7 turns, and all healing will be reduced by 138%. Rings can have magical properties. |
On fingers | titan's steel ring of lightning (+28%) titan's steel ring of lightning (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con Changes resistances: +28% lightning Changes damage: +14% lightning Physical save: +12 (+1 eff.) Rings can have magical properties. |
Around waist | balancing rough leather belt of recklessness balancing rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +11.0% Physical power: +4 (+0 eff.) Changes stats: +4 Cun / +4 Dex Critical mult.: +7.00% Mental crit. chance: +7% A belt that goes around your waist. |
In main hand | Splendourbutcher the voratun greatmaul (66-99 power, 4 apr) Splendourbutcher the voratun greatmaul (66-99 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% Damage Shield penetration (this weapon only): +80% Damage (Melee): +8 blight Burst (radius 1) on hit: +8 lightning / +8 light Burst (radius 2) on crit: +28 fire When wielded/worn: Accuracy: +42 (+1 eff.) Defense: +17 (+1 eff.) Changes stats: +10 Dex Changes resistances: +15% light Changes resistances penetration: +25% blight / +21% fire Changes damage: +6% mind Disarm immunity: +64% Spellpower: +4 (+0 eff.) Spell crit. chance: +2% Global speed: +8% Damage Shield penetration: +20% Massive two-handed mauls. |
On hands | Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Main armor | fearforged steel plate armour (4 def, 9 armour) fearforged steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+0 eff.) Fatigue: +29% Changes stats: +7 Con Changes resistances: +9% fire / -12% light / +9% darkness Physical save: +7 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+0 eff.) A suit of armour made of metal plates. |
Cloak | Cloak of Past Lives (Corpses) Cloak of Past Lives (Corpses)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +110 (+2 eff.) Spellpower: +110 (+2 eff.) Mindpower: +110 (+5 eff.) This cloak's combat bonuses increase with the wearer's level. A black cloak that seems to twist and contort on its own. |
Around neck | mindweaver's copper amulet of murder mindweaver's copper amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +12 Changes stats: +2 Wil Critical mult.: +12.00% Mental save: +7 (+0 eff.) Confusion immunity: +13% Mindpower: +7 (+1 eff.) Amulets can have magical properties. |
Inventory
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -61 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
archmage's steel amulet of murder archmage's steel amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+0 eff.) Armour penetration: +12 Changes stats: +3 Mag Changes damage: +6% acid / +6% fire / +6% cold / +6% lightning Critical mult.: +14.00% Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
treant's steel ring of life treant's steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% nature / +9% blight Poison immunity: +17% Disease immunity: +17% Life regen: +1.10 Maximum life: +61.00 Healing mod.: +18% Rings can have magical properties. |
iron longsword (11.5-16.1 power, 2 apr) iron longsword (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
stralite waraxe of projection (30.5-42.7 power, 5 apr) stralite waraxe of projection (30.5-42.7 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) One-handed war axes. |
inquisitor's living mindstar of the jelly (16-17.6 power, 40 apr, mind damage) inquisitor's living mindstar of the jelly (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes damage: +10% arcane / +10% acid Spell save: +9 (+0 eff.) Equilibrium when hit: +2.50 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
quiver of elm arrows (15/15, 12.5-17.5 power, 5 apr) quiver of elm arrows (15/15, 12.5-17.5 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 15 Arrows are used with bows to pierce your foes to death. |
iron shield (4 def, 2 armour, 7-8.4 power, 16.5 block) iron shield (4 def, 2 armour, 7-8.4 power, 16.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.0 - 8.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +16 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
8 aquamarine 8 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. |
13 opal 13 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. |
14 topaz 14 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 amethyst 10 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. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 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. |
9 garnet 9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 quartz 9 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. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 1 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 9
74th Pyre 122nd year of Ascendancy at 11:18 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 259
76th Pyre 122nd year of Ascendancy at 10:18 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 311
77th Pyre 122nd year of Ascendancy at 04:49 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 174
75th Pyre 122nd year of Ascendancy at 10:25 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 283
76th Pyre 122nd year of Ascendancy at 18:16 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 359
77th Pyre 122nd year of Ascendancy at 19:56 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 481
78th Pyre 122nd year of Ascendancy at 05:11 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 506
78th Pyre 122nd year of Ascendancy at 10:54 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 10
74th Pyre 122nd year of Ascendancy at 11:18 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 20
74th Pyre 122nd year of Ascendancy at 11:31 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 30
74th Pyre 122nd year of Ascendancy at 11:34 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 40
74th Pyre 122nd year of Ascendancy at 11:50 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 50
74th Pyre 122nd year of Ascendancy at 12:16 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 98
74th Pyre 122nd year of Ascendancy at 21:34 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 78
74th Pyre 122nd year of Ascendancy at 18:09 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 60
74th Pyre 122nd year of Ascendancy at 14:21 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 97
74th Pyre 122nd year of Ascendancy at 21:32 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 4
74th Pyre 122nd year of Ascendancy at 11:18 see stats
By sfgesfrtesfsexdgserd the Skeleton Bulwark level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
You gain 7.93 gold from the transmogrification of scouring rough leather gloves of the juggernaut (0 def, 1 armour).
You gain 25.00 gold from the transmogrification of Strikebraid the drakeskin leather belt.
You gain 6.34 gold from the transmogrification of radiant voratun mail armour of fire resistance (5 def, 10 armour).
You gain 9.87 gold from the transmogrification of rejuvenating steel mail armour of clarity (2 def, 6 armour).
You gain 4.88 gold from the transmogrification of radiant drakeskin leather armour (5 def, 8 armour).
You gain 4.53 gold from the transmogrification of scouring steel shield (6 def, 2 armour, 18.5-22.2 power, 44.5 block).
You gain 25.00 gold from the transmogrification of Shadedream.
You gain 7.47 gold from the transmogrification of throat-seeking yew longbow of true flight.
You gain 4.18 gold from the transmogrification of dreamer's thorny mindstar of life (8-8.8 power, 24 apr, nature damage).
You gain 3.24 gold from the transmogrification of mossy mindstar of sand (3-3.3 power, 12 apr, mind damage).
You gain 4.10 gold from the transmogrification of quick dwarven-steel waraxe of projection (18.5-25.9 power, 4 apr).
You gain 2.94 gold from the transmogrification of steel longsword of nature (15.5-21.7 power, 3 apr).
You gain 9.85 gold from the transmogrification of elemental dwarven-steel greatsword of shearing (39.5-63.2 power, 2 apr).
You gain 11.13 gold from the transmogrification of elemental dwarven-steel greatsword of evisceration (34.5-55.2 power, 2 apr).
You gain 18.36 gold from the transmogrification of bloodlich's elven-wood magestaff of channeling (25-30 power, 5 apr, fire element).
New Achievement: Infinite x50 (Madness (Roguelike) difficulty)!
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Sfgesfrtesfsexdgserd uses Greater Weapon Focus.
Saving game...
Saving done.
Sfgesfrtesfsexdgserd deactivates Precise Strikes.
Sfgesfrtesfsexdgserd activates Precise Strikes.
Sfgesfrtesfsexdgserd deactivates Berserker.
Sfgesfrtesfsexdgserd activates Berserker.
Saving game...
Saving done.
Sfgesfrtesfsexdgserd deactivates Precise Strikes.
Sfgesfrtesfsexdgserd deactivates Berserker.