








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.5.0Official 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:
Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.5.10This 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 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Sunwalker |
Class | Sun Paladin |
Level / Exp | 11 / 27% |
Size | medium |
Lifes / Deaths | Killed by skeleton archer at level 5 on the 6th Mirth 122nd year of Ascendancy at 08:49 3 / 1 |
Primary Stats
Strength | 42 (base 34) |
Dexterity | 13 (base 10) |
Constitution | 24 (base 13) |
Magic | 34 (base 25) |
Willpower | 20 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | 221/404 |
Positive | 50/50 |
Stamina | 155/155 |
Healing Factor | 1.4082474226804 |
Regeneration | 0.3520618556701 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Invisible | 9 |
Offense: Mainhand
Damage | 92 |
Accuracy | 13 |
Crit Chance | 10% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Blight | +3% |
Arcane | +3% |
Darkness | +9% |
Offense: Damage Penetration
Darkness | +25% |
Defense: Base
Armour (hardiness) | 23.596689338462 (59.10447761194%) |
Defense | 13 |
Ranged Defense | 16 |
Fatigue | 10 |
Physical Save | 25 |
Spell Save | 18 |
Mental Save | 23 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 25%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Darkness | -15%( 70%) |
Light | + 15%( 70%) |
Mind | + 10%( 70%) |
Fire | + 15%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Bleed Resistance | 100% |
Confusion Resistance | 22% |
Fear Resistance | 100% |
Pinning Resistance | 20% |
Poison Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 16.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Class Talents
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Sunwalker | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
talent | Weapon of Light |
talent | Chant of Fortitude |
beneficial effect | The target's appearance has been altered. Cloak of Deception |
beneficial effect | The target is surrounded by a magical shield, absorbing 91/141 damage before it crumbles. Damage Shield |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | The target is being harassed by the swarm, reducing accuracy by 25 and each turn inflicting 7 damage and causing a 25% chance to be randomly Blinded, Silenced, or Pinned for two turns. Swarmed |
detrimental effect | Reduces global action speed by 15%. Slow |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | 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 |
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 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
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Mag +6 Con dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Defense +2 (+2 eff.) Rng.Def +3 (+3 eff.) Fatigue +1% ---------- misc Light +2 A pair of boots made of leather. |
Light source | ![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +8 (+7 eff.) Apr +7 ----- def ----- Defense +7 (+7 eff.) Resists +5% nature +5% blight Poison- +11% Disease- +10% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con +2 Wil dps ---------- Phys.crit +2.0% ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +21% ---------- misc Stam/turn +0.60 See.Invis +9 Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Ego] Nature/Psionic Power 50.5 - 80.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +10 temporal +9 darkness +17 nature Against +12% Living Massive two-handed swords. |
On hands | ![]() 1.5 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T3 heavy armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% blight +9% darkness Res.pen +25% darkness On Hit (Melee): * 20% chance to disease ----- def ----- Armour +14 Defense +3 (+3 eff.) Fatigue +8% Resists +18% acid Phys.save +8 (+4 eff.) Max.HP +23.00 A suit of armour made of mail. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +22% Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 104 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
![]() 1.0 T1 dagger 1H weapon [Ego] Psionic Power 9.0 - 11.7 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 darkness Against +5% Living Sharp, short and deadly. |
![]() 5.0 T1 greatmaul 2H weapon [Normal] Power 16.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Nature Power 18.0 - 28.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +20 insidious poison +8 temporal While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +25% temporal ----- def ----- Resists +5% arcane Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Master Power 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+7 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +29% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Disrupt/Psionic Power 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 darkness +9 nature Against +7% Living On Crit.r2 +4 acid On Hit: * Slows global speed by 7% * 25% chance to remove a magical effect While equipped: ----- def ----- Resists +3% temporal Stun/Frz- +5% Massive two-handed swords. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +8 fire While equipped: Stats +2 Dex dps ---------- Dmg.mod +14% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego] Disrupt Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 11 arcane resource burn Sharp, long, and deadly. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +10 (+5 eff.) Dmg.mod +15% blight On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +6% nature Phys.save +5 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 9.06 to 10.87 blight damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Power 19.0 - 28.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +46 On Hit: * 5% chance to corrode armour by 30% Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% acid ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +8% HP.reg +0.80 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 waraxe 1H weapon [Normal] Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +1 Dex +1 Con dps ---------- Acc +2 (+2 eff.) ----- def ----- Resists +5% acid +3% physical +5% blight HP.reg +0.60 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Apr +4 ----- def ----- Defense +13 (+10 eff.) Rng.Def +6 (+5 eff.) Phys.save +6 (+3 eff.) HP.reg +0.80 Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +12% mind Melee Ret 8 mind 4 lightning ----- def ----- Armour +3 Fatigue +2% Resists +12% lightning Phys.save +11 (+6 eff.) Mind.save +13 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% 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. |
![]() 3.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Fatigue +2% Resists +5% 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. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +1% ---------- misc Stam/turn +0.40 Max.stam +13.00 Infravis +1 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Disrupt While equipped: Stats +1 Cun +4 Str dps ---------- Phys.pwr +4 (+1 eff.) Acc +5 (+5 eff.) Apr +6 ----- def ----- Armour +1 Fatigue -8% Resists +7% blight +3% cold +6% acid Spell.save +8 (+5 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 acid Dmg.mod +4% acid ----- def ----- Armour +2 Resists +5% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Dmg.mod +12% lightning Res.pen +20% mind Acc +4 (+4 eff.) ----- def ----- Defense +10 (+8 eff.) Rng.Def +9 (+6 eff.) Resists +18% lightning Phys.save +3 (+2 eff.) Heal.mod +5% A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +11% cold Res.pen +15% mind On Hit (Melee): * 15% chance to blind ----- def ----- Defense +1 (+1 eff.) Resists +9% mind +16% cold ---------- misc Light +1 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +10% lightning ----- def ----- Armour +4 Fatigue +5% ---------- misc Psi/ret +0.20 Hate/m.crit +4.00 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +20% light Melee Ret 4 light ----- def ----- Armour +5 Fatigue +5% Resists +3% nature +6% darkness Spell.save +3 (+2 eff.) ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +8% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid Melee Ret 4 nature ----- def ----- Defense +1 (+1 eff.) Resists +16% acid +3% temporal +3% light +6% blight +6% cold +9% nature +5% arcane A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+4 eff.) ---------- misc Infravis +3 See.Stealth +7 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 26%, and attempts to push all creatures other than yourself out of its radius, inflicting 2.06 light damage and 2.25 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... |
![]() 14.0 T1 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
![]() 9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Resists +10% nature +12% blight A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Psionic While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +5% mind Mind.save +10 (+5 eff.) A suit of armour made of leather. |
![]() 7.0 T1 shield armor [Ego] Nature/Master When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +22 Melee+ +10 cold While equipped: dps ---------- Melee+ 6 cold Melee Ret 10 ice ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% Resists +16% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor [Ego] Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +50 While equipped: ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T1 arrow ammo [Ego] Arcane/Psionic Power 12.5 - 17.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 17 Ranged+ +9 temporal +26 physical On Hit: * 9% chance to gain 10% of a turn (3/turn limit) * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Ego] Nature Power 16.5 - 23.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 17 Ranged+ +14 lightning On Crit.r2 +9 lightning Arrows are used with bows to pierce your foes to death. |
3 nuummite 3 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Dmg.mod +6% nature Res.pen +5% mind On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +11% nature +9% temporal Spell.save +6 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 verdite 3 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+8 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+8 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +3% arcane Res.pen +20% blight Melee Ret 10 fire ----- def ----- Resists +5% arcane +6% fire ---------- misc Light +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. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. |
![]() 0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
3 tiny geode 3 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Gotless the Sunwalker Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 21:23 see stats
By Gotless the Sunwalker Sun Paladin level 5
4th Mirth 122nd year of Ascendancy at 03:28 see stats
Log
Veleribeth the cave bear prepares to pounce!
Gotless is pinned to the ground.
Gotless shrugs off the effect 'Stunned'!
Gotless is stunned!
Veleribeth the cave bear hits Gotless for (39 absorbed), 0 mind (0 total damage).
Veleribeth the cave bear receives 38 healing from Wild Attunement.
Player used:T_INFERNO_BEYOND_THE_PALE
Gotless uses Beyond the Pale.
Gotless is swarmed!
Veleribeth the cave bear shrugs off the effect 'Blinded'!
Veleribeth the cave bear hits Gotless for (3 absorbed), 0 mind, (4 absorbed), 0 darkness (0 total damage).
Gotless receives 18 healing.
Gotless hits Veleribeth the cave bear for (45 deflected), 50 physical, 4 temporal, 4 darkness, 5 nature, 5 light (67 total damage).
Gotless casts Absorption Strike.
Gotless performs a melee critical strike against Veleribeth the cave bear!
You collect a new ingredient: bear paw (1).
Shadow is drained from light!
Gotless hits Veleribeth the cave bear for 156 physical, 4 temporal (160 total damage).
Gotless killed Veleribeth the cave bear!
Swarmed from Veleribeth the cave bear hits Gotless for (5 absorbed), 0 nature (0 total damage).
You are unable to move!
Gotless deactivates Chant of Fortitude.
Gotless is not stunned anymore.
Gotless deactivates Weapon of Light.
Gotless is no longer pinned.
Gotless is no longer swarmed!
The shield around Gotless crumbles.
Gotless speeds up.