Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! Infinite500 v2.2: Revised high level play for ToME 1.1.4Version 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. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Doomed |
Level / Exp | 12 / 41% |
Size | medium |
Lifes / Deaths | Killed by rogue at level 12 on the 48th Dusk 122nd year of Ascendancy at 17:11 / 1 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 11 (base 10) |
Magic | 15 (base 10) |
Willpower | 43 (base 37) |
Cunning | 35 (base 28) |
Resources
Life | 0/234 |
Hate | 18/100 |
Equilibrium | 6 |
Healing Factor | 0.87751103044571 |
Regeneration | 35.407570078484 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 7 |
Accuracy | 25 |
Crit Chance | 9% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 7 |
Accuracy | 25 |
Crit Chance | 9% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8.5 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 35.05 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | -5.6 (30%) |
Defense | 6.85 |
Ranged Defense | 8.85 |
Fatigue | 0 |
Physical Save | 11.05 |
Spell Save | 20.8 |
Mental Save | 24.8 |
Defense: Resistances
All | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 15% |
Instadeath Resistance | 100% |
Confusion Resistance | 1% |
Fear Resistance | 15% |
Knockback Resistance | 15% |
Poison Resistance | 20% |
Blind Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 119 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Shadows | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Force of will | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / One with shadows | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Deflection |
talent | Call Shadows |
talent | Gesture of Pain |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.0)Penalty : Fractured Sanity: -11% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 39.20 life per turn. Regeneration |
detrimental effect | The target has been splashed with acid, taking 5.60 acid damage per turn, reducing armour by 6 and attack by 6. Acid Splash |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | spellwoven linen wizard hat of the sentry (1 def, 0 armour) (Madness) spellwoven linen wizard hat of the sentry (1 def, 0 armour) (Madness)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Mana each turn: +0.12 Spellpower: +2 Spell crit. chance: +3% Infravision radius: +3 See stealth: +6 See invisible: +6 Curse of Madness It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 8%, and attempts to push all creatures other then yourself out of its radius, inflicting 1.84 light damage and 1.67 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | Velorarin [power 19] (29 cooldown) Velorarin [power 19] (29 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Wil / +2 Mag Changes damage: +3% arcane It can be used to harden the skin for 7 turns increasing armour by 19 and armour hardiness by 30%, placing all other charms into a 29 cooldown. Natural totems are made by powerful wilders to store nature power. |
On hands | Sludgegrip (0 def, 0 armour) (Misfortune) Sludgegrip (0 def, 0 armour) (Misfortune)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 Curse of Misfortune These gloves are coated with a thick, green liquid. |
Around waist | rough leather belt of life (Madness) rough leather belt of life (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.90 Healing mod.: +11% Curse of Madness A belt that goes around your waist. |
In main hand | gifted mossy mindstar of balance (2-2.2 power, 12 apr, mind damage) (Corpses) gifted mossy mindstar of balance (2-2.2 power, 12 apr, mind damage) (Corpses)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +3 Spell save: +2 Mental save: +3 Equilibrium when hit: +0.60 Mindpower: +3 Mental crit. chance: +1% Curse of Corpses 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. |
Main armor | slimy linen robe (0 def, 0 armour) (Nightmares) slimy linen robe (0 def, 0 armour) (Nightmares)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 3 arcane resource burn Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In off hand | blooming mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (Madness) blooming mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (Madness)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +1% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +7 Curse of Madness 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. |
Cloak | linen cloak of Iron Throne (1 def, 0 armour) (Corpses) linen cloak of Iron Throne (1 def, 0 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +1 Con Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starlit copper amulet of mastery (0.10 Cursed / Force of will) starlit copper amulet of mastery (0.10 Cursed / Force of will)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +10% darkness Talent mastery: +0.10 Cursed / Force of will Blindness immunity: +22% Amulets can have magical properties. |
Inventory
copper amulet of willpower (+3) copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. manaburning steel battleaxe of massacre (28.5-42.75 power, 2 apr) (Nightmares)manaburning steel battleaxe of massacre (28.5-42.75 power, 2 apr) (Nightmares) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn Curse of Nightmares Massive two-handed battleaxes. |
Silent Blade (25-32.5 power, 10 apr) (Misfortune) Silent Blade (25-32.5 power, 10 apr) (Misfortune)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Dex, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 Curse of Misfortune A thin, dark dagger that seems to meld seamlessly into the shadows. |
linen cloak (1 def, 0 armour) (Shrouds) linen cloak (1 def, 0 armour) (Shrouds)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) (Misfortune) Silk Current (12 def, 0 armour) (Misfortune)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% Curse of Misfortune This deep blue robe flows and ripples as if pushed by an invisible tide. |
Blindsmasher (0 def, 1 armour) (Misfortune) Blindsmasher (0 def, 1 armour) (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 16 light Changes stats: +2 Con Physical save: +10 Spell save: +4 Mental save: +4 Light radius: +1 Curse of Misfortune It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides 15% chances to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive iron gauntlets of dexterity (+3) (0 def, 1 armour) (Shrouds) corrosive iron gauntlets of dexterity (+3) (0 def, 1 armour) (Shrouds)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 acid Changes stats: +3 Dex Changes resistances: +5% acid Changes damage: +3% acid Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of corrosion (+16%) (1 def, 0 armour) (Misfortune) linen wizard hat of corrosion (+16%) (1 def, 0 armour) (Misfortune)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% acid Changes damage: +11% acid Curse of Misfortune A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of nature (+15%) (1 def, 0 armour) (Corpses) stabilizing linen wizard hat of nature (+15%) (1 def, 0 armour) (Corpses)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Wil Changes resistances: +15% nature Changes damage: +10% nature Physical save: +6 Curse of Corpses A pointy cloth hat, very wizardly... |
Coral Spray (8 def, 8 armour, 48 block) (Shrouds) Coral Spray (8 def, 8 armour, 48 block) (Shrouds)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. Curse of Shrouds A chunk of jagged coral, dredged from the ocean. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) (Corpses) Wrathroot's Barkwood (9 def, 10 armour, 60 block) (Corpses)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block Curse of Corpses The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level. coruscating steel shield of lightning resistance (+15%) (6 def, 2 armour, 43 block) (Nightmares)coruscating steel shield of lightning resistance (+15%) (6 def, 2 armour, 43 block) (Nightmares) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when hit (Melee): 13 fire Changes stats: +1 Str Changes resistances: +15% lightning / +11% fire Talent granted: +2 Block Curse of Nightmares Handheld deflection devices. |
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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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, costing 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), 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. |
amethyst 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. |
This item will automatically be transmogrified when you leave the level. ash wand of trap destruction [power 38] (15 cooldown)ash wand of trap destruction [power 38] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to try to disarm traps in a line (disarm power 38), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
7 zircon 7 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
By shadowdrinker the Cornac Doomed level 10
2nd Flare 122nd year of Ascendancy at 06:37 see stats
By shadowdrinker the Cornac Doomed level 10
2nd Flare 122nd year of Ascendancy at 06:35 see stats
By shadowdrinker the Cornac Doomed level 7
77th Pyre 122nd year of Ascendancy at 17:04 see stats
By shadowdrinker the Cornac Doomed level 11
5th Dusk 122nd year of Ascendancy at 09:56 see stats
Log
shadowdrinker receives 188 healing.
You have deflected 2 incoming damage!
Rogue performs a melee critical strike against shadowdrinker!
Rogue hits shadowdrinker for (2 deflected), 20 physical, 5 nature, 7 temporal, 19 physical, 4 acid (55 total damage).
shadowdrinker hits Rogue for 0 arcane, 0 arcane (0 total damage).
Talent Willful Strike is ready to use.
Acid Splash from Rogue hits shadowdrinker for 6 acid damage.
Rogue resists the Gesture of Pain.
You have deflected 1 incoming damage!
Rogue hits shadowdrinker for (1 deflected), 31 physical, 7 nature, 8 temporal, 14 physical, 5 acid (66 total damage).
shadowdrinker hits Rogue for 0 arcane, 0 arcane (0 total damage).
Talent Infusion: Regeneration is ready to use.
Shadowdrinker's mania hastens Infusion: Regeneration.
Acid Splash from Rogue hits shadowdrinker for 6 acid damage.
Shadowdrinker uses Infusion: Regeneration.
Shadowdrinker starts regenerating health quickly.
You have deflected 2 incoming damage!
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+4 hate)
shadowdrinker hits Rogue for 0 arcane, 0 arcane (0 total damage).
Rogue hits shadowdrinker for (2 deflected), 23 physical, 5 nature, 7 temporal, 12 physical, 4 acid (52 total damage).
Acid Splash from Rogue hits shadowdrinker for 5 acid damage.
shadowdrinker hits Rogue for 26 mind damage.
Rogue performs a melee critical strike against shadowdrinker!
You have deflected 1 incoming damage!
Your hatred grows even as your life fades! (+7 hate)
Saving game...