Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.2.0Donators/Buyers bonus! The lost city of Vulcus 1.3 1.2.4The 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). Infinite500 v2.4: Revised high level play for ToME 1.2.3Version 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: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 42 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake at level 14 on the 21st Dusk 122nd year of Ascendancy at 19:15 2 / 5Killed by fire drake at level 16 on the 23rd Dusk 122nd year of Ascendancy at 16:25 Killed by Warmaster Gnarg at level 36 on the 75th Regrowth 123rd year of Ascendancy at 03:02 Killed by overpowered greater multi-hued wyrm at level 38 on the 75th Regrowth 123rd year of Ascendancy at 20:18 Killed by Pale Drake at level 41 on the 35th Pyre 123rd year of Ascendancy at 13:29 |
| Antimagic | Follower |
Primary Stats
| Strength | 10 (base 7) |
| Dexterity | 18 (base 18) |
| Constitution | 14 (base 11) |
| Magic | 8 (base 8) |
| Willpower | 60 (base 60) |
| Cunning | 66 (base 66) |
Resources
| Life | 604/604 |
| Psi | 150/150 |
| Equilibrium | 73 |
| Healing Factor | 1 |
| Regeneration | 61.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
Offense: Barehand
| Damage | 4 |
| Accuracy | 41 |
| Crit Chance | 17% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42.8 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 5.8 |
| Ranged Defense | 5.8 |
| Fatigue | 0 |
| Physical Save | 8.4 |
| Spell Save | 21.9 |
| Mental Save | 39.55 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Bleed Resistance | 76% |
| Confusion Resistance | 10% |
| Knockback Resistance | 24% |
| Pinning Resistance | 24% |
| Poison Resistance | 76% |
| Blind Resistance | 76% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 11% for 6 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 61.00 life per turn. Regeneration |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You failed to protect the injured seer from death by blue ooze. Escort: injured seer (level 3 of Norgos Lair) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Eilinygana the copperhead snake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 376. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed vial of fire wyrm saliva. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed ice ant stinger. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed bloated horror heart. * You've found the needed faerlhing fang. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Cloak | Chalyzilarand (3 def, 0 armour) Chalyzilarand (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +3 Str / +3 Con Changes resistances: +9% lightning / +3% cold / +3% temporal Changes resistances penetration: +10% acid Changes damage: +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| On fingers | mule's steel ring of tenacity mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +24% Maximum life: +24.00 Rings can have magical properties. |
| On fingers | copper ring of nature (+22%) copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
Inventory
heroism infusion of the duelist (+9 for 9 turns, die at -420) heroism infusion of the duelist (+9 for 9 turns, die at -420)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 9 turns. While Heroism is active, you will only die when reaching -420 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. 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. |
heroism infusion of the titan (+7 for 9 turns, die at -388) heroism infusion of the titan (+7 for 9 turns, die at -388)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 9 turns. While Heroism is active, you will only die when reaching -388 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. 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. |
heroism infusion of the warrior (+6 for 11 turns, die at -385) heroism infusion of the warrior (+6 for 11 turns, die at -385)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. While Heroism is active, you will only die when reaching -385 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. 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. |
Rune of the Rift (390.00 temporal damage, removed from time 4 turns) Rune of the Rift (390.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 390.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
conjurer's voratun ring of perseverance conjurer's voratun ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Mag / +6 Wil Stun/Freeze immunity: +31% Life regen: +1.50 Spellpower: +8 Rings can have magical properties. |
mule's voratun ring of warding mule's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -6% Changes resistances: +18% acid / +20% fire / +18% lightning / +16% cold Maximum encumbrance: +23 Rings can have magical properties. |
wyrm's pulsing mindstar of frost (12-13.2 power, 32 apr, nature damage) wyrm's pulsing mindstar of frost (12-13.2 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 5 lightning / 7 physical / 5 acid / 3 fire / 6 cold / 9 ice Changes resistances: +6% lightning / +3% physical / +6% fire / +11% cold / +5% acid Changes resistances penetration: +8% cold Changes damage: +6% cold Mindpower: +4 Mental crit. chance: +4% 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. |
Hornet Stingers (20/20, 18-25.2 power, 10 apr) Hornet Stingers (20/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
shadow cashmere cloak of Iron Throne (2 def, 0 armour) shadow cashmere cloak of Iron Throne (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Str / +2 Con Changes resistances: +16% darkness Changes resistances penetration: +10% darkness Changes damage: +12% darkness Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Malydig (0 def, 3 armour) Malydig (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% cold Allows you to breathe in: water Mental save: +20 Silence immunity: +10% Disarm immunity: +15% Stun/Freeze immunity: +10% A cap made of leather. |
hardened leather cap 'Healrebel' (0 def, 3 armour) hardened leather cap 'Healrebel' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% acid / +8% cold Changes resistances penetration: +10% nature Changes damage: +3% acid Allows you to breathe in: water A cap made of leather. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 299/400. 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Ivy the Cornac Oozemancer level 31
4th Allure 123rd year of Ascendancy at 23:16 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ivy the Cornac Oozemancer level 17
36th Dusk 122nd year of Ascendancy at 10:28 see stats
Against all odds
Killed Ukruk in the ambush.By Ivy the Cornac Oozemancer level 30
3rd Allure 123rd year of Ascendancy at 05:47 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Ivy the Cornac Oozemancer level 22
52nd Haze 122nd year of Ascendancy at 01:09 see stats
Arachnophobia
Destroyed the spydric menace.By Ivy the Cornac Oozemancer level 36
63rd Regrowth 123rd year of Ascendancy at 16:33 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Ivy the Cornac Oozemancer level 37
75th Regrowth 123rd year of Ascendancy at 17:09 see stats
Brave new world
Went to the Far East and took part in the war.By Ivy the Cornac Oozemancer level 35
60th Regrowth 123rd year of Ascendancy at 05:31 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ivy the Cornac Oozemancer level 21
29th Haze 122nd year of Ascendancy at 11:09 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Ivy the Cornac Oozemancer level 34
56th Regrowth 123rd year of Ascendancy at 09:37 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Ivy the Cornac Oozemancer level 27
8th Decay 122nd year of Ascendancy at 15:54 see stats
Exterminator
Killed 1000 creatures.By Ivy the Cornac Oozemancer level 18
40th Dusk 122nd year of Ascendancy at 23:54 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ivy the Cornac Oozemancer level 22
65th Haze 122nd year of Ascendancy at 15:11 see stats
Fast Curse Dispel
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Ivy the Cornac Oozemancer level 21
29th Haze 122nd year of Ascendancy at 11:09 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ivy the Cornac Oozemancer level 17
36th Dusk 122nd year of Ascendancy at 10:55 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Ivy the Cornac Oozemancer level 39
75th Regrowth 123rd year of Ascendancy at 22:32 see stats
Level 10
Got a character to level 10.By Ivy the Cornac Oozemancer level 10
1st Flare 122nd year of Ascendancy at 00:41 see stats
Level 20
Got a character to level 20.By Ivy the Cornac Oozemancer level 20
54th Dusk 122nd year of Ascendancy at 04:42 see stats
Level 30
Got a character to level 30.By Ivy the Cornac Oozemancer level 30
2nd Allure 123rd year of Ascendancy at 09:26 see stats
Level 40
Got a character to level 40.By Ivy the Cornac Oozemancer level 40
14th Pyre 123rd year of Ascendancy at 06:18 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Ivy the Cornac Oozemancer level 27
5th Decay 122nd year of Ascendancy at 01:55 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ivy the Cornac Oozemancer level 20
68th Dusk 122nd year of Ascendancy at 20:34 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ivy the Cornac Oozemancer level 26
3rd Decay 122nd year of Ascendancy at 08:07 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Ivy the Cornac Oozemancer level 33
52nd Regrowth 123rd year of Ascendancy at 14:58 see stats
Size matters
Did over 600 damage in one attack.By Ivy the Cornac Oozemancer level 17
40th Dusk 122nd year of Ascendancy at 10:47 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Ivy the Cornac Oozemancer level 34
56th Regrowth 123rd year of Ascendancy at 14:25 see stats
The Arena
Unlocked Arena mode.By Ivy the Cornac Oozemancer level 10
1st Flare 122nd year of Ascendancy at 21:22 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Ivy the Cornac Oozemancer level 17
36th Dusk 122nd year of Ascendancy at 10:28 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Ivy the Cornac Oozemancer level 39
11st Pyre 123rd year of Ascendancy at 04:35 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Ivy the Cornac Oozemancer level 31
5th Allure 123rd year of Ascendancy at 02:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ivy the Cornac Oozemancer level 18
42nd Dusk 122nd year of Ascendancy at 12:54 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Ivy the Cornac Oozemancer level 29
2nd Allure 123rd year of Ascendancy at 09:26 see stats
Log
There is an item here: heroism infusion of the wizard (+8 for 11 turns, die at -280)
There is an item here: heroism infusion (+5 for 11 turns, die at -355)
There is an item here: heroism infusion (+5 for 11 turns, die at -401)
There is an item here: heroism infusion of the sneak (+15 for 9 turns, die at -377)
There is an item here: movement infusion of the warrior (357% speed; 5 turns)
There is an item here: movement infusion (300% speed; 5 turns)
There is an item here: wild infusion of the sneak (resist 17%; cure physical)
There is an item here: wild infusion of the sneak (resist 19%; cure physical)
There is an item here: Surefire
Talent Infusion: Regeneration is ready to use.
There is an item here: Betibrewe the stralite plate armour (7 def, 23 armour)
There is an item here: Thalore-Wood Cuirass (4 def, 12 armour)
Your summoned mucus ooze disappears.
Ivy stops regenerating health quickly.
Ivy uses Infusion: Regeneration.
Ivy starts regenerating health quickly.
Your summoned mucus ooze disappears.
You gain 12.00 gold from the transmogrification of onyx.
You gain 96.00 gold from the transmogrification of 8 quartz.
You gain 112.00 gold from the transmogrification of 7 jade.
You gain 32.00 gold from the transmogrification of 2 turquoise.
You gain 64.00 gold from the transmogrification of 4 ruby.
You gain 40.00 gold from the transmogrification of 2 bloodstone.
You gain 40.00 gold from the transmogrification of 2 fire opal.
You gain 20.00 gold from the transmogrification of diamond.
You gain 20.00 gold from the transmogrification of pearl.
