Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! New Gem Types 1.2.5Adds 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! Items Vault 1.3.0Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Prismatic Golem |
| Class | Forge Knight |
| Level / Exp | 15 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Isakira the sick dire wolf at level 9 on the 78th Pyre 122nd year of Ascendancy at 19:38 3 / 2Killed by greater gwelgoroth at level 15 on the 8th Mirth 122nd year of Ascendancy at 02:22 |
Primary Stats
| Strength | 39 (base 20) |
| Dexterity | 47 (base 30) |
| Constitution | 42 (base 34) |
| Magic | 13 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | 616/616 |
| Mana | 194/194 |
| Stamina | 147/147 |
| Healing Factor | 1.3017532043077 |
| Regeneration | 18.480722173652 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.783646509902% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 46 |
| Crit Chance | 8% |
| APR | 7 |
| Speed | 0.95 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 46 |
| Crit Chance | 9% |
| APR | 11 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 20.5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15.2 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 41.06 (88.454810495627%) |
| Defense | 21.975 |
| Ranged Defense | 21.975 |
| Fatigue | 20.023130715438 |
| Physical Save | 38.675 |
| Spell Save | 22.875 |
| Mental Save | 25.575 |
Defense: Resistances
| All | 0%( 73%) |
Defense: Immunities
| Pinning Resistance | 6% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 26% |
| Poison Resistance | 100% |
| Disarm Resistance | 12% |
Inscriptions (2/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 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: 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. |
Class Talents
| Technique / Armor forging | 1.40 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Forge powers | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon forging | 1.40 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Forger's endurance | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | active |
Equipment
| On feet | Earegasta the pair of rough leather boots (0 def, 1 armour) Earegasta the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 physical Changes stats: +2 Str / +2 Wil / +2 Cun / +2 Con Physical save: +11 (+4 eff.) Mental save: +10 (+5 eff.) Hate when firing a critical mind attack: +1.00 Spellpower: +4 (+2 eff.) A pair of boots made of leather. |
| Light source | 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. |
| On head | rough leather cap of the bounder (0 def, 1 armour) rough leather cap of the bounder (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: +5 Str / +5 Dex A cap made of leather. |
| Crystal-imbued Gem | nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +5 Dex / +3 Mag / +4 Cun Changes resistances: +20% light Changes damage: +10% light Spell save: +12 (+6 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
| Around neck | Islisenor the copper amulet Islisenor the copper amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Changes stats: +2 Dex / +1 Cun / +4 Con Changes resistances cap: +3% all Physical save: +7 (+3 eff.) Infravision radius: +3 Amulets can have magical properties. |
| In main hand | reforged Bethyvena (18-25.2 power, 7 apr) reforged Bethyvena (18-25.2 power, 7 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 109% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +7 Physical crit. chance: +5.5% Attack speed: 105% Damage (Melee): +7 nature When wielded/worn: Changes damage: +6% lightning Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Damage Shield penetration: +30% One-handed war axes. |
| On hands | Lightningquencher the rough leather gloves (0 def, 5 armour) Lightningquencher the rough leather gloves (0 def, 5 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Effects on melee hit: * 15% chance to daze Damage (Melee): 7 blight Damage when hit (Melee): 8 mind Changes resistances: +6% blight Changes damage: +4% blight / +3% mind Mental save: +6 (+3 eff.) Maximum life: +48.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | forged steel dagger (18.2-23.66 power, 11 apr) forged steel dagger (18.2-23.66 power, 11 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.2 - 23.7 Uses stats: 51% Str, 51% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +14 Armour Penetration: +11 Physical crit. chance: +7.0% Attack speed: 105% Damage (Melee): +6 nature Burst (radius 1) on hit: +8 fire When wielded/worn: Changes damage: +5% cold Sharp, short and deadly. |
| Cloak | linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reforged iron plate armour 'Growmaster' (5 def, 15.5 armour) reforged iron plate armour 'Growmaster' (5 def, 15.5 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +16 Defense: +5 (+2 eff.) Fatigue: +20% Damage (Melee): 10 acid / 10 fire Damage when hit (Melee): 9 acid / 9 fire Changes resistances: +12% acid / +12% fire / +11% nature / +16% cold Changes resistances penetration: +10% nature Changes damage: +9% nature / +12% darkness Talents granted: +1 Fiery Hands +1 Power Catalyst: Magic Physical save: +11 (+4 eff.) Cut immunity: +6% Pinning immunity: +6% Stun/Freeze immunity: +6% Life regen: +2.10 Maximum life: +63.00 A suit of armour made of metal plates. |
Inventory
reforged Whirlwind (27.6-41.4 power, 6 apr) reforged Whirlwind (27.6-41.4 power, 6 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 27.6 - 41.4 Uses stat: 133% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 105% Damage (Melee): +5 lightning / +10 fire When wielded/worn: Changes damage: +8% cold Massive two-handed battleaxes. |
forged iron dagger (13.1-17.03 power, 7 apr) forged iron dagger (13.1-17.03 power, 7 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 13.1 - 17.0 Uses stats: 48% Str, 48% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +7 Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 102% Sharp, short and deadly. |
reforged iron waraxe 'Nightwrest' (18.5-25.9 power, 13 apr) reforged iron waraxe 'Nightwrest' (18.5-25.9 power, 13 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.5 - 25.9 Uses stat: 113% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +13 Physical crit. chance: +5.5% Attack speed: 105% On weapon hit: * 7% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +7 fire / +16 darkness Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +4 blight When wielded/worn: Changes resistances: +3% blight / +6% darkness Changes damage: +3% darkness / +6% light One-handed war axes. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betudabeth the rough leather cap (0 def, 1 armour) Betudabeth the rough leather cap (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Fatigue: +1% Changes stats: +1 Dex / +1 Con Changes resistances: +6% lightning / +6% temporal Critical mult.: +6.00% Physical save: +17 (+6 eff.) Only die when reaching: -20.00 life A cap made of leather. |
forged iron shield (4.5 def, 7.5 armour, 15.5-18.6 power, 26 block) forged iron shield (4.5 def, 7.5 armour, 15.5-18.6 power, 26 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +26 Burst (radius 1) on hit: +11 fire When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage when hit (Melee): 10 fire Changes resistances: +16% lightning / +2% nature Talents granted: +1 Repulsion +1 Block Spell save: +8 (+4 eff.) Disarm immunity: +6% Knockback immunity: +6% Handheld deflection devices. |
reforged iron shield 'Relgodunahir' (4.5 def, 13.5 armour, 16.5-19.8 power, 61 block) reforged iron shield 'Relgodunahir' (4.5 def, 13.5 armour, 16.5-19.8 power, 61 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +61 Damage (Melee): +12 fire When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 13 fire Changes stats: +2 Str Changes resistances: +3% acid / +3% blight / +11% fire / +6% mind / +2% lightning Changes damage: +3% arcane Talent cooldown: Battle Call (-1 turn) Talents granted: +2 Arcane Shield +1 Block Critical mult.: +10.00% Physical save: +10 (+4 eff.) Spell save: +11 (+6 eff.) Disarm immunity: +6% Knockback immunity: +6% Handheld deflection devices. |
115 alchemist agate 115 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 verdite 2 verdite0.00 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.) Gems can be sold for money or used in arcane rituals. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
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. |
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. |
2 tiny geode 2 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Uniques)
Got a character to level 10.By Nirasema the Prismatic Golem Forge Knight level 10
79th Pyre 122nd year of Ascendancy at 01:19 see stats
Lost in translation (Uniques)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Nirasema the Prismatic Golem Forge Knight level 8
78th Pyre 122nd year of Ascendancy at 17:10 see stats
Log
Rested for 10 turns (stop reason: all resources and life at maximum).
Saving done.
You are sent back to the material plane!
Nirasema casts Rune: Shielding.
A shield forms around Nirasema.
Greater gwelgoroth casts Shock.
Greater gwelgoroth casts Lightning.
Your shield crumbles under the damage!
The shield around Nirasema crumbles.
Greater gwelgoroth hits Nirasema for (100 absorbed), 18 lightning (18 total damage).
There is an exit to the worldmap here (press '' or right click to use).
There is a Derth (Town) here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Today is the 9th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Saving done.
Talent Rune: Shielding is ready to use.
Today is the 10th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.
There is a Shatur (Town) here (press '' or right click to use).
Ran for 14 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.
