Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.2.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Infinite500 v2.3d: Revised high level play for ToME 1.2.2Version 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. Adventurer Plus Addon 1.1.3Incompatibilities: There shouldn't be, unless you name your class "Hero" also. Infinite Dungeon Variety 1.2.3Entirely 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. Ashes of Urh'Rok 1.2.4Official 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:
The lost city of Vulcus 1.2 1.2.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! No Race-based Exp Penalties 1.0.4Removes all race-based exp penalties from the game. (Does not affect yeeks' bonus.) Could possibly cause issues with other addons which modify existing races. Please let me know should any issues arise. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Hero |
| Level / Exp | 17 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Isladawe the skeleton warrior at level 7 on the 77th Pyre 122nd year of Ascendancy at 19:56 4 / 1 |
Primary Stats
| Strength | 30 (base 9) |
| Dexterity | 21 (base 9) |
| Constitution | 48 (base 20) |
| Magic | 65 (base 44) |
| Willpower | 23 (base 9) |
| Cunning | 25 (base 9) |
Resources
| Life | 790/790 |
| Psi | 100/103 |
| Vim | 216/216 |
| Healing Factor | 1.41 |
| Regeneration | 2.679 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 24 |
| Crit Chance | 18% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29.05 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| All | +5% |
Defense: Base
| Armour (hardiness) | 12.52 (46.666666666667%) |
| Defense | 25.425 |
| Ranged Defense | 25.425 |
| Fatigue | 13 |
| Physical Save | 51.435743385375 |
| Spell Save | 51.269076718708 |
| Mental Save | 25.4625 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 80% |
| Bleed Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 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%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 85 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Psionic / Absorption | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
| talent | Kinetic Shield |
| talent | Chant of Fortitude |
| beneficial effect | The target's appearance has been altered. Cloak of Deception |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Charm Mastery (+1 level(s)). | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara 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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
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 within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| Psionic focus | Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
| Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 Maximum life: +45.00 Light radius: +2 Healing mod.: +11% 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 | Ivylle the Glowtrail (0 def, 1 armour) Ivylle the Glowtrail (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 light Changes stats: +2 Cun / +2 Dex Changes resistances penetration: +5% light Light radius: +3 A cap made of leather. |
| On feet | Elodhekira the pair of iron boots (0 def, 3 armour) Elodhekira the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 8 arcane Changes stats: +3 Str / +3 Con Changes damage: +6% arcane Grants telepathy: Humanoid/Orc Spell crit. chance: +1% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 3.6 Power cost: 22 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| 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 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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 | rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Rings can have magical properties. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 Changes stats: +4 Cun / +4 Mag Changes resistances: +3% acid Changes damage: +6% acid / +15% nature / +5% all Physical save: +8 Spell save: +9 Mental save: +8 Spellpower: +13 Mindpower: +7 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | restful steel amulet of willpower (+4) restful steel amulet of willpower (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Wil Life regen: +0.90 Amulets can have magical properties. |
| In main hand | potent ash vilestaff of projection (17-20.4 power, 3 apr, blight element) potent ash vilestaff of projection (17-20.4 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% blight Talent granted: +1 Command Staff Spellpower: +11 Spell crit. chance: +4% It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | steel mail armour 'Tedokan' (2 def, 6 armour) steel mail armour 'Tedokan' (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +3 Str / +3 Con Changes resistances: +19% acid / +16% fire Changes damage: +9% arcane Maximum life: +34.00 Maximum vim: +20.00 A suit of armour made of mail. |
Inventory
ash vilestaff 'Deepspain' (15-18 power, 3 apr, blight element) ash vilestaff 'Deepspain' (15-18 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 acid Burst (radius 1) on hit: +8 darkness When wielded/worn: Changes resistances penetration: +5% darkness Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
cruel ash vilestaff (15-18 power, 3 apr, blight element) cruel ash vilestaff (15-18 power, 3 apr, blight element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
lifebinding elm vilestaff (10-12 power, 2 apr, blight element) lifebinding elm vilestaff (10-12 power, 2 apr, blight element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Con Changes damage: +10% blight Talent granted: +1 Command Staff Life regen: +0.60 Spellpower: +6 Spell crit. chance: +1% Healing mod.: +11% Staves designed for wielders of magic, by the greats of the art. |
short elm starstaff (10-12 power, 2 apr, temporal element) short elm starstaff (10-12 power, 2 apr, temporal element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% temporal Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
surging ash vilestaff (15-18 power, 3 apr, blight element) surging ash vilestaff (15-18 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
spellwoven linen robe of blight (+11%) (0 def, 0 armour) spellwoven linen robe of blight (+11%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Spell save: +16 Spellpower: +2 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Chaleruirand' (0 def, 0 armour) woollen robe 'Chaleruirand' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +2 Changes stats: +2 Str Changes resistances: +15% cold / +18% nature / +11% physical Changes damage: +10% cold / +12% nature / +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal A pair of boots made of leather. |
cinder iron gauntlets of dexterity (+2) (0 def, 1 armour) cinder iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Damage (Melee): 5 fire Changes stats: +2 Dex Changes resistances: +6% fire Changes damage: +4% fire Metal gloves protecting the hands up to the middle of the lower arm. |
grounding linen wizard hat (1 def, 0 armour) grounding linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +5% lightning / +6% temporal A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Confusion immunity: +0% Fear immunity: +0% Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cured leather armour 'Relgeromigas' (2 def, 6 armour) cured leather armour 'Relgeromigas' (2 def, 6 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 Armour: +6 Defense: +2 Fatigue: +7% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +14% blight / +16% cold / +12% darkness / +3% lightning Changes resistances penetration: +5% acid Critical mult.: +11.00% Stun/Freeze immunity: +10% Light radius: +1 A suit of armour made of leather. |
quiver of ash arrows 'Blastspawn' (19/19, 20.5-28.7 power, 7 apr) quiver of ash arrows 'Blastspawn' (19/19, 20.5-28.7 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 19 When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 20% chance to daze * 8% chance to disease * 10% chance to knock the target back Damage (Ranged): +5 darkness / +15 blight / +21 physical Burst (radius 1) on hit: +12 lightning Damage against: +7% Living Arrows are used with bows to pierce your foes to death. |
3 agate 3 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 Gems can be sold for money or used in arcane rituals. |
71 alchemist agate 71 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. |
2 aquamarine 2 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 Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2) Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 176 power out of 277/400. 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), 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. |
steel torque of kinetic psionic shield 'Ce'Niwen' [power 51] (18 cooldown) steel torque of kinetic psionic shield 'Ce'Niwen' [power 51] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +5% acid It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 51 for 7 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation 'Hettygar' [power 28] (27 cooldown) steel torque of psychoportation 'Hettygar' [power 28] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Wil Critical mult.: +5.00% It can be used to teleport randomly (rad 28), placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 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% Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 30/30. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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% 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Pretty Ghoul the Ghoul Hero level 10
2nd Mirth 122nd year of Ascendancy at 23:25 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Pretty Ghoul the Ghoul Hero level 10
9th Mirth 122nd year of Ascendancy at 21:08 see stats
Log
You gain 3.45 gold from the transmogrification of Runodorak.
You gain 2.42 gold from the transmogrification of steel waraxe of paradox (12.5-17.5 power, 3 apr).
You gain 1.44 gold from the transmogrification of chilling steel waraxe of massacre (19.5-27.3 power, 3 apr).
You gain 4.40 gold from the transmogrification of Sootwolf the steel waraxe (13.5-18.9 power, 3 apr).
You gain 2.47 gold from the transmogrification of shimmering elm magestaff of might (10-12 power, 2 apr, cold element).
You gain 3.00 gold from the transmogrification of shimmering ash magestaff of might (15-18 power, 3 apr, arcane element).
You gain 4.65 gold from the transmogrification of rough leather sling 'Woesever'.
You gain 8.00 gold from the transmogrification of Cuthirak the cured leather sling.
You gain 1.86 gold from the transmogrification of blooming vined mindstar of life (6-6.6 power, 18 apr, mind damage).
You gain 3.70 gold from the transmogrification of Lightningpall (5-5.5 power, 18 apr, nature damage).
You gain 2.79 gold from the transmogrification of balanced steel longsword of projection (15.5-21.7 power, 3 apr).
You gain 1.21 gold from the transmogrification of acidic steel longsword (13.5-18.9 power, 3 apr).
You gain 4.75 gold from the transmogrification of elm longbow 'Cracklequeen'.
You gain 0.86 gold from the transmogrification of steel ring of nature (+24%).
You gain 25.00 gold from the transmogrification of Vargh Redemption.
You gain 2.10 gold from the transmogrification of phase door rune of the duelist (range 7; power 20; dur 3).
You gain 1.85 gold from the transmogrification of phase door rune (range 6; power 21; dur 4).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Kinetic Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Pretty Ghoul deactivates Chant of Fortitude.
Pretty Ghoul activates Chant of Fortitude.
Pretty Ghoul deactivates Beyond the Flesh.
Pretty Ghoul activates Beyond the Flesh.
Today is the 5th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
