Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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). Midnight 1.2.2Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Infinite500 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. ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Mindslayer |
| Level / Exp | 4 / 11% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 2 / 0 |
Primary Stats
| Strength | 15.07949380655 (base 11) |
| Dexterity | 16.808255483956 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 23 (base 20) |
| Cunning | 20 (base 20) |
Resources
| Life | 145/145 |
| Psi | 83/83 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 17 |
| Crit Chance | 4% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.05 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 2.3828894193847 |
| Ranged Defense | 2.3828894193847 |
| Fatigue | 1 |
| Physical Save | 9.1278228322924 |
| Spell Save | 11.55 |
| Mental Save | 15.05 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Psionic / Absorption | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Kinetic Aura |
| talent | Augmentation |
| talent | Beyond the Flesh |
| talent | Kinetic Shield |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Infinite Dungeon. Escort: lost anorithil (level 2 of Infinite Dungeon)As a reward you improved Willpower by +2. | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Tool | [vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] supercharged dragonbone totem of cure ailments [power 4] (14 cooldown)supercharged dragonbone totem of cure ailments [power 4] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal It can be used to remove up to 4 poisons or diseases from the target, placing all other charms into a 14 cooldown. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
| Psionic focus | [vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] reshaped(3,3) iron greatsword (21.5-34.4 power, 1 apr)reshaped(3,3) iron greatsword (21.5-34.4 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 Base power: 21.5 - 34.4(+4.5 - +7.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +3 (-) Armour Penetration: +1 (-5) Physical crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) nature / +0(-7) temporal Massive two-handed swords. Tap to cycle through comparison choices |
| Main armor | [vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
| On hands | [vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] Unrybar (0 def, 1 armour)Unrybar (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Armour: +1 Damage (Melee): 6 blight Changes stats: +2 Mag Changes resistances: +5% blight Changes damage: +3% blight Damage Shield penetration: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Tap to cycle through comparison choices |
| Light source | [vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Tap to cycle through comparison choices |
| On head | [vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] rough leather cap of dexterity (+2) (0 def, 1 armour)rough leather cap of dexterity (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. Tap to cycle through comparison choices |
| In main hand | [vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr)reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +3 (-) Armour Penetration: +6 (-) Physical crit. chance: +1.5% (-) Attack speed: 100% (-) Damage (Melee): +7(-) nature / +7(-) temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Tap to cycle through comparison choices |
Inventory
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] wild infusion (resist 12%; cure physical)wild infusion (resist 12%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 12% for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] iron greatsword (17.5-28 power, 1 apr)iron greatsword (17.5-28 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0(+0.5 - +0.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +0 (-3) Armour Penetration: +1 (-5) Physical crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) nature / +0(-7) temporal Massive two-handed swords. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] iron mace (11.5-16.1 power, 2 apr)This item will automatically be transmogrified when you leave the level. iron mace (11.5-16.1 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1(-5.5 - -11.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +0 (-3) Armour Penetration: +2 (-4) Physical crit. chance: +0.5% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) nature / +0(-7) temporal Blunt and deadly. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] gifted mossy mindstar of life (3-3.3 power, 12 apr, nature damage)gifted mossy mindstar of life (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(-14.0 - -23.9) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Accuracy: +0 (-3) Armour Penetration: +12 (+6) Physical crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Life regen: +0.50 Maximum life: +10.00 Mindpower: +4 Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] mossy mindstar (2.5-2.75 power, 12 apr, nature damage)mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-14.5 - -24.5) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Accuracy: +0 (-3) Armour Penetration: +12 (+6) Physical crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Mindpower: +1 Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] mossy mindstar (2.5-2.75 power, 12 apr, nature damage)mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-14.5 - -24.5) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Accuracy: +0 (-3) Armour Penetration: +12 (+6) Physical crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Mindpower: +1 Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] mossy mindstar 'Lorechak' (2.5-2.75 power, 13 apr, mind damage)mossy mindstar 'Lorechak' (2.5-2.75 power, 13 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-14.5 - -24.5) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Accuracy: +0 (-3) Armour Penetration: +13 (+7) Physical crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +5% acid Life regen: +0.50 Maximum life: +10.00 Mindpower: +1 Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage)This item will automatically be transmogrified when you leave the level. mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-14.5 - -24.5) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Accuracy: +0 (-3) Armour Penetration: +12 (+6) Physical crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Life regen: +0.50 Maximum life: +10.00 Mindpower: +1 Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] balanced iron sceptre of light (6-8.4 power, 2 apr)This item will automatically be transmogrified when you leave the level. balanced iron sceptre of light (6-8.4 power, 2 apr) Requires: - Magic 10 - Constitution 10 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / sceptre ; tier 1 Base power: 6.0 - 8.4(-11.0 - -18.8) Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +0 (-3) Armour Penetration: +2 (-4) Physical crit. chance: +0.5% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) nature / +0(-7) temporal Burst (radius 1) on hit: +5 light When wielded/worn: Accuracy: +6 Defense: +5 Changes damage: +5% light Spellpower: +3 Blunt and deadly. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] earthen elm vilestaff (10-12 power, 2 apr, blight element)This item will automatically be transmogrified when you leave the level. earthen elm vilestaff (10-12 power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-7.0 - -15.2) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +0 (-3) Armour Penetration: +2 (-4) Physical crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Armour: +2 Armour Hardiness: +2% Changes damage: +10% blight Talent granted: +1 Command Staff Physical save: +2 Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] short elm magestaff of might (10-12 power, 2 apr, arcane element)short elm magestaff of might (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0(-7.0 - -15.2) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +0 (-3) Armour Penetration: +2 (-4) Physical crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] mighty rough leather sling of coldThis item will automatically be transmogrified when you leave the level. mighty rough leather sling of cold Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 125% (125%) Firing range: +6 Damage (Melee): +0(-7) nature / +0(-7) temporal Damage (Ranged): +5 cold When wielded/worn: Physical power: +6 Changes stats: +1 Str Changes damage: +8% cold Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] grounding pair of iron boots of uncanny dodging (2 def, 3 armour)grounding pair of iron boots of uncanny dodging (2 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] iron mail armour (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% A suit of armour made of mail. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] spiked iron plate armour (3 def, 7 armour)This item will automatically be transmogrified when you leave the level. spiked iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Damage when hit (Melee): 10 physical A suit of armour made of metal plates. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] Hanuleg (6 def, 2 armour, 42.5 block)This item will automatically be transmogrified when you leave the level. Hanuleg (6 def, 2 armour, 42.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage (Melee): 5 lightning Effects when hit in melee: * 26% chance to gain 10% of a turn Damage when hit (Melee): 10 lightning Changes resistances: +23% temporal Changes resistances penetration: +10% blight Talent granted: +2 Block Mental save: +3 Mindpower: +2 Handheld deflection devices. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] 2 spinel2 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal 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. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] ametrineametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal 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. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] citrinecitrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal 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. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] lapis lazulilapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal 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. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] iron pickaxe (dig speed 37 turns)iron pickaxe (dig speed 37 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal When carried: This orb will automatically identify items you find. Tap to cycle through comparison choices |
[vs. reshaped(3,3) coral trident of erosion (17-27.2 power, 6 apr) (In main hand, 1 of 2)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Accuracy: +0 (-3) Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-1.5%) Attack speed: 100% (100%) Damage (Melee): +0(-7) nature / +0(-7) temporal 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. Tap to cycle through comparison choices |
Achievements
Log
Yaech hunter misses Ganest.
Ganest is not dazed anymore.
Ganest hits Yaech hunter for 19 physical, 6 blight, 6 physical (33 total damage).
Ganest uses Kinetic Strike.
Ganest misses Yaech hunter.
Yaech hunter hits Ganest for (6 to psi shield), 10 physical, 4 fire (15 total damage).
Ganest hits Yaech hunter for 19 physical, 6 blight, 6 physical (33 total damage).
Ganest hits Yaech hunter for 18 physical damage.
Ganest killed Yaech hunter!
Resting starts...
Talent Telekinetic Smash is ready to use.
Talent Kinetic Strike is ready to use.
Rested for 35 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 9 turns (stop reason: interesting terrain).
Ran for 12 turns (stop reason: didn't move).
Ran for 2 turns (stop reason: interesting terrain).
There is a ladder to the next level here (press '' or right click to use).
Ran for 7 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
