










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Bladebender 1.5.6 Random Adventurer 1.5.5Adds the Random Adventurer class. Changelog1.0.0: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 39 / 1% |
Size | big |
Lifes / Deaths | Killed by Isywyn the thief at level 19 on the 8th Mirth 122nd year of Ascendancy at 20:41 1 / 6Killed by brecklorn at level 30 on the 10th Mirth 122nd year of Ascendancy at 15:13 Killed by Xerorann the brecklorn at level 30 on the 10th Mirth 122nd year of Ascendancy at 16:52 Killed by Cyrekira the dredge at level 30 on the 10th Mirth 122nd year of Ascendancy at 18:44 Killed by Lisariatta the elven tempest at level 36 on the 3rd Summertide 122nd year of Ascendancy at 03:45 Killed by gigantic corrosive tunneler at level 39 on the 3rd Flare 122nd year of Ascendancy at 19:27 |
Primary Stats
Strength | 121 (base 60) |
Dexterity | 51 (base 24) |
Constitution | 64 (base 60) |
Magic | 16 (base 10) |
Willpower | 27 (base 10) |
Cunning | 29 (base 10) |
Resources
Life | 1231/1231 |
Stamina | 256/256 |
Equilibrium | 0 |
Healing Factor | 1.5761538461538 |
Regeneration | 19.956151681931 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
See Invisible | 3 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 219 |
Accuracy | 64 |
Crit Chance | 30% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Lightning | +6% |
Light | +3% |
Mind | +9% |
Cold | +11% |
Arcane | +6% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Darkness | +5% |
Physical | +26% |
Mind | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 63.084537089062 (97.241379310345%) |
Defense | 35 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 67 |
Spell Save | 44 |
Mental Save | 53 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 65%( 70%) |
All | + 19%( 70%) |
Darkness | + 29%( 70%) |
Temporal | + 21%( 70%) |
Physical | + 35%( 70%) |
Mind | + 33%( 70%) |
Fire | + 52%( 70%) |
Lightning | + 59%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Confusion Resistance | 79% |
Pinning Resistance | 21% |
Disarm Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lone alchemist from death by great wolf. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved talent Spit Poison (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 27% of the way to your next Rank. You have killed: 26 Uniques 7 Bosses 2 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 have explored the Maze and vanquished the Horned Horror. * 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 |
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 precision. He has given you some notes on the ingredients: * '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.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed green worm. | active |
Equipment
On feet | ![]() 3.0 T1 feet armor [Random Unique] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +4.0% Phys.pwr +4 (+0 eff.) Apr +4 On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +0% Resists +6% darkness ---------- misc Telepathy Demon/Minor Demon/Major Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T1 arrow ammo [Random Unique] Nature/Master Power 19.5 - 27.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +11.0% Capacity 19 Proj.spd +200% Ranged+ +15 lightning +12 mind On Hit.r1 +8 mind On Crit.r2 +11 lightning On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T1 lite [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +4 Mag +2 Con dps ---------- Spell.pwr +7 (+4 eff.) Dmg.mod +3% fire Melee Ret 20 light 4 blight On Hit (Melee): * 20% chance to disease ----- def ----- Defense +7 (+4 eff.) Resists +7% blight Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) HP.reg +1.90 ---------- misc Light +10 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 | ![]() 3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +12 Dex dps ---------- Res.pen +5% darkness Melee Ret 16 darkness On Hit (Melee): * 30% chance to blind * 30% chance to inflict 15% damage reduction ----- def ----- Armour +9 Defense +5 (+3 eff.) Fatigue +4% Resists +7% acid +8% lightning +7% cold +9% fire +4% all Phys.save +9 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Con +4 Wil dps ---------- Dmg.mod +6% nature ----- def ----- Crit.dmg- 10.00% ---------- misc See.Invis +3 Telepathy Humanoid/Orc Fire a blast of psionic energies in a range 7 beam dealing 64.50 to 129.00 mind damage Puts all charms on 6 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% light +11% cold ----- def ----- Resists +3% temporal +31% cold +6% darkness +9% fire Spell.save +12 (+4 eff.) Max.HP +25.00 Disarm- +22% Pinning- +21% Knockbk- +24% Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +9 (+4 eff.) Dmg.mod +6% arcane +6% lightning Res.pen +15% lightning Melee Ret 8 arcane On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +5% arcane +6% lightning Mind.save +8 (+2 eff.) HP.reg +1.50 Confus- +24% Stun/Frz- +25% Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +7 Dex +3 Wil +7 Cun dps ---------- Phys.crit +9.0% Mind.crit +7% Melee Ret 8 physical ----- def ----- Armour +4 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue -5% Resists +6% fire +7% cold Phys.save +32 (+8 eff.) Spell.save +12 (+4 eff.) Mind.save +11 (+3 eff.) ---------- misc Max.enc +24 Stam/turn +0.80 A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 51.5 - 82.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +19 fire On Hit: * 40% chance to cause random gloom On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +9% mind Res.pen +16% physical +5% mind +10% nature Acc +12 (+3 eff.) Apr +12 ----- def ----- Heal/summ +30 ---------- misc Equi/ret +0.04 Psi/ret +0.04 Max.hate +2.00 Massive two-handed swords. |
On hands | ![]() 1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 8 fire Dmg.mod +6% fire Acc +12 (+3 eff.) ----- def ----- Armour +2 Resists +7% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T5 massive armor [Random Unique] Nature/Master While equipped: Stats +2 Mag dps ---------- Crit.mult +5.00% Mind.pwr +8 (+3 eff.) ----- def ----- Armour +25 Defense +9 (+5 eff.) Fatigue +26% Resists +35% lightning +20% physical +10% fire +12% cold +11% acid Phys.save +24 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +20 (+6 eff.) Max.HP +73.00 HP.reg +4.00 Heal.mod +23% ---------- misc Equi/ret +0.16 Max.mana +60.00 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Str +4 Wil +7 Cun dps ---------- Phys.crit +1.0% Crit.mult +6.00% Mind.pwr +10 (+4 eff.) Res.pen +10% physical Melee Ret 4 physical ----- def ----- Resists +17% mind Phys.save +3 (+1 eff.) Mind.save +29 (+9 eff.) Confus- +55% ---------- misc Hate/m.crit +2.00 Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +6.00% Phys.pwr +2 (+0 eff.) Res.pen +5% physical ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Resists +12% lightning Phys.save +10 (+3 eff.) Max.HP +30.00 HP.reg +1.10 Stun/Frz- +25% Amulets can have magical properties. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Master Power 39.5 - 59.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 20% chance to blind While equipped: dps ---------- Dmg.mod +12% light +12% arcane Res.pen +5% light ----- def ----- Resists +6% light ---------- misc Light +3 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Disrupt/Psionic Power 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 nature +10 darkness Against +12% Living On Hit: * 25% chance to remove a magical effect Massive two-handed swords. |
![]() 1.5 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun +3 Con dps ---------- Phys.pwr +4 (+0 eff.) Mind.pwr +4 (+2 eff.) On Hit (Melee): * 10 arcane resource burn * 30% chance to corrode armour by 30% ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +6% nature +6% darkness Spell.save +3 (+1 eff.) A cap made of leather. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +10 Defense +10 (+5 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+7 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 17.0 T1 massive armor [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Con dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Max.HP +52.00 HP.reg +1.50 Heal.mod +13% ---------- misc Light +3 A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By john the Cornac Berserker level 15
5th Mirth 122nd year of Ascendancy at 14:33 see stats
By john the Cornac Berserker level 12
78th Pyre 122nd year of Ascendancy at 10:22 see stats
By john the Cornac Berserker level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By john the Cornac Berserker level 20
8th Mirth 122nd year of Ascendancy at 21:25 see stats
By john the Cornac Berserker level 30
10th Mirth 122nd year of Ascendancy at 01:50 see stats
By john the Cornac Berserker level 30
10th Mirth 122nd year of Ascendancy at 03:26 see stats
By john the Cornac Berserker level 36
3rd Summertide 122nd year of Ascendancy at 08:46 see stats
By john the Cornac Berserker level 31
1st Summertide 122nd year of Ascendancy at 11:25 see stats
Log
Today is the 8th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Ran for 1 turns (stop reason: didn't move).
Today is the 9th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
Ran for 5 turns (stop reason: didn't move).
Ran for 2 turns (stop reason: didn't move).
Today is the 10th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
There is a Elvala (Town) here (press '' or right click to use).
Ran for 3 turns (stop reason: interesting terrain).
New shimmer option unlocked: hardened leather gloves
John wears (replacing iron gauntlets of magic (+2) (0 def, 1 armour)): cinder hardened leather gloves of dexterity (+4) (0 def, 2 armour).
You gain 1.93 gold from the transmogrification of heat beam rune (204 fire damage).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Ran for 1 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: didn't move).
Saving done.