Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Experience Controller 1.3.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.4.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Plenum Tooltip: Enhanced actor tooltip display for ToME v2.5 1.4.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.4.0Combines 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: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 Select your Escorts 1.3.3Allows 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. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Exponential Leveling 1.3.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Doomelf |
Class | Ascetic |
Level / Exp | 34 / 18% |
Size | medium |
Lifes / Deaths | Killed by Burb the snow giant champion at level 26 on the 8th Mirth 122nd year of Ascendancy at 21:08 5 / 1 |
Primary Stats
Strength | 71 (base 23) |
Dexterity | 69 (base 60) |
Constitution | 68 (base 60) |
Magic | 73 (base 60) |
Willpower | 34 (base 23) |
Cunning | 70 (base 60) |
Resources
Life | 2347/2347 |
Mana | 336/336 |
Stamina | 379/379 |
Healing Factor | 1.1 |
Regeneration | 6.05 |
Speed
Mental | +29% |
Attack | +29% |
Movement | +139.05635805938% |
Spell | +29% |
Global | +124.5% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | 94 |
Accuracy | 56 |
Crit Chance | 80% |
APR | 11 |
Speed | 0.78 |
Offense: Spell
Spellpower | 74.5 |
Crit Chance | 51% |
Speed | 0.77519379844961 |
Offense: Mind
Mindpower | 66.7 |
Crit Chance | 52% |
Speed | 0.77519379844961 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 28.740015253475 (59.86301369863%) |
Defense | 43.846620241205 |
Ranged Defense | 43.846620241205 |
Fatigue | 0 |
Physical Save | 55.142650634585 |
Spell Save | 51.409317301252 |
Mental Save | 54.980555555556 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 46.52 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: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Cunning / Tactical | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced staff combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Enhancement | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Technique / Conditioning | 1.10 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.50 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 0.80 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Reckless Posture |
talent | Fiery Hands |
talent | Chant of Fortitude |
talent | Arcane Shield |
talent | Inner Power |
talent | Defensive Posture |
talent | Shock Hands |
talent | Shielding |
talent | Exploit Weakness |
beneficial effect | The thrill of victory makes this creature invulnerable. Victory Rush |
beneficial effect | Countering melee attacks: Has a 18% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Equipment
On feet | miner's pair of rough leather boots (0 def, 5 armour) miner's pair of rough leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
Quiver | Duathelusher (16/16, 21.5-30.1 power, 7 apr) Duathelusher (16/16, 21.5-30.1 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 16 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +21 physical / +11 darkness / +9 cold Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +8 darkness Damage against: +8% Living Arrows are used with bows to pierce your foes to death. |
On hands | umbral hardened leather gloves (0 def, 2 armour) umbral hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 darkness Changes resistances: +10% darkness Changes damage: +3% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | rough leather cap of strength (+3) (0 def, 1 armour) rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
On fingers | psionicist's copper ring of light (+20%) psionicist's copper ring of light (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% light Changes damage: +10% light Mental save: +4 (+1 eff.) Rings can have magical properties. |
On fingers | copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
Main armor | cashmere robe 'Zanustir' (2 def, 0 armour) cashmere robe 'Zanustir' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag Changes resistances: +12% acid / +12% physical / +12% fire / +12% cold Changes damage: +5% acid / +7% physical / +3% blight / +7% fire / +7% cold Talent cooldown: Refit Golem (-2 turns) Mental save: +35 (+10 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Mindpower: +5 (+1 eff.) Mental crit. chance: +6% Damage Shield penetration: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | void walker's dragonbone starstaff (30-36 power, 6 apr, darkness element) void walker's dragonbone starstaff (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% darkness / +7% temporal Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Defense after a teleport: +13 Resist all after a teleport: +15% New effects duration reduction after a teleport: +14% Reduces paradox anomalies(equivalent to willpower): +15 Staves designed for wielders of magic, by the greats of the art. |
Cloak | murderer's cashmere cloak (2 def, 0 armour) murderer's cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (89 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Inventory
Kor's Fall (10-12 power, 0 apr, fire element) Kor's Fall (10-12 power, 0 apr, fire element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 147.78 physical damage to all targets in line, and inflicting bleeding for another 73.89 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
cruel elm starstaff (10-12 power, 2 apr, physical element) cruel elm starstaff (10-12 power, 2 apr, physical element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +10% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, lightning element) elm magestaff (10-12 power, 2 apr, lightning element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Zadulach' (15-18 power, 3 apr, darkness element) ash vilestaff 'Zadulach' (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances penetration: +10% acid Changes damage: +15% darkness Talent granted: +1 Command Staff Mana each turn: +0.16 Maximum mana: +31.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Chamugoyon the dwarven-steel greatmaul (44-66 power, 2 apr) Chamugoyon the dwarven-steel greatmaul (44-66 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 40% chance to cause random gloom * 7% chance to disease Damage (Melee): +14 blight / +13 mind When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+4 eff.) Disease immunity: +18% Silence immunity: +5% Disarm immunity: +41% Knockback immunity: +5% Teleport immunity: +10% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
River's Fury (23-32.2 power, 8 apr) River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+2 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 21.11 cold damage and 19.14 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Korildil the steel dagger (11.5-14.95 power, 6 apr) Korildil the steel dagger (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +12 insidious poison / +4 temporal / +8 nature When wielded/worn: Changes stats: +1 Str / +1 Wil Changes resistances: +5% arcane Spell save: +3 (+1 eff.) Sharp, short and deadly. |
Corpsebow CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Effects on ranged hit: * 40% chance to disease Damage (Ranged): 20 blight Changes damage: +40% blight Disease immunity: +50% It can be used to activate talent Cyst Burst (costing 10 power out of 20/20) : Effective talent level: 5.0 Power cost: 10 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Make your target's diseases burst, doing 80.58 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blighted rough leather gloves of magic (+3) (0 def, 1 armour) blighted rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 blight Changes stats: +3 Mag Changes resistances: +5% blight Changes damage: +3% arcane / +3% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 170.84 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 170.84 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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 after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Oneoff the Doomelf Ascetic level 22
8th Mirth 122nd year of Ascendancy at 00:22 see stats
By Oneoff the Doomelf Ascetic level 9
77th Pyre 122nd year of Ascendancy at 12:31 see stats
By Oneoff the Doomelf Ascetic level 10
77th Pyre 122nd year of Ascendancy at 12:34 see stats
By Oneoff the Doomelf Ascetic level 20
7th Mirth 122nd year of Ascendancy at 14:42 see stats
By Oneoff the Doomelf Ascetic level 30
9th Mirth 122nd year of Ascendancy at 07:47 see stats
By Oneoff the Doomelf Ascetic level 34
10th Mirth 122nd year of Ascendancy at 04:21 see stats
By Oneoff the Doomelf Ascetic level 20
7th Mirth 122nd year of Ascendancy at 14:47 see stats
By Oneoff the Doomelf Ascetic level 18
6th Mirth 122nd year of Ascendancy at 21:11 see stats
By Oneoff the Doomelf Ascetic level 33
10th Mirth 122nd year of Ascendancy at 00:35 see stats
By Oneoff the Doomelf Ascetic level 20
7th Mirth 122nd year of Ascendancy at 14:42 see stats
Log
Today is the 2nd Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:43.
Today is the 3rd Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:48.
Ran for 3 turns (stop reason: didn't move).
Today is the 1st Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:40.
Today is the 2nd Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
Ran for 8 turns (stop reason: hostile spotted to the south (adventurers party)).
Today is the 3rd Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:16.
Message from DarkGod:
Mortal, I have decided to grant upon thee INVULNERABILITY! for no good reason!
Fight happily mighty player!
Message from DarkGod:
Because I am a very very nice person (and probably a little mad too), I have granted upon thy character the mighty effect of:
SHEER BADASSERY!
You can even earn a badass achievement!
Message from DarkGod: Today we celebrate hum .. something. Well I just wanted to give an other round of the fabled .... LOST LAND OF POOSH! Enjoy!
Connection to online server lost, trying to reconnect.
Connection to online server established.
Message from DarkGod:
Mortal, I have decided to grant upon thee INVULNERABILITY! for no good reason!
Fight happily mighty player!
Message from DarkGod:
Avast ye matey! 'tis pirate day!
[Ya got new talent learnt, check it out!]
Message from DarkGod: Grooooowwwlll. The Bearscape has come!
This is an event you got to enjoy because you were logged in at the right time, look for a portal on your worldmap!
Beware, Bears are cute but this zone might not be that easy! Level 15 recommended.
Message from DarkGod:
Mortal, I have decided to grant upon thee INVULNERABILITY! for no good reason!
Fight happily mighty player!
Oneoff deactivates Fiery Hands.
Oneoff deactivates Reckless Posture.
Oneoff deactivates Defensive Posture.
Oneoff deactivates Exploit Weakness.
Oneoff deactivates Inner Power.
Oneoff deactivates Shielding.
Oneoff deactivates Arcane Shield.
Oneoff deactivates Shock Hands.
Oneoff deactivates Chant of Fortitude.