Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| 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 1.3.0Donators/Buyers bonus! Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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. 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! 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Temporal Warden |
| Level / Exp | 33 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Slusrr the halfling at level 9 on the 28th Dusk 122nd year of Ascendancy at 17:21 2 / 4Killed by Doogaeri the human at level 18 on the 70th Dusk 122nd year of Ascendancy at 06:30 Killed by Xeba the snow giant at level 33 on the 28th Haze 122nd year of Ascendancy at 17:35 Killed by Xeba the snow giant at level 33 on the 28th Haze 122nd year of Ascendancy at 18:54 |
Primary Stats
| Strength | 44 (base 10) |
| Dexterity | 79 (base 60) |
| Constitution | 21 (base 13) |
| Magic | 63 (base 60) |
| Willpower | 30 (base 18) |
| Cunning | 13 (base 10) |
Resources
| Life | 895/895 |
| Paradox | 300 |
| Healing Factor | 1 |
| Regeneration | 1.15 |
Speed
| Mental | -9.9920072216264E-14% |
| Attack | -9.9920072216264E-14% |
| Movement | -2.2204460492503E-14% |
| Spell | -9.9920072216264E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 8 |
| See Stealth | 14.394600685393 |
| See Invisible | 14.394600685393 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 53 |
| Crit Chance | 3% |
| APR | 10 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 45.666666666667 |
| Crit Chance | 5% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 25.6 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 26.075 |
| Ranged Defense | 29.075 |
| Fatigue | 0 |
| Physical Save | 32.875 |
| Spell Save | 32.275 |
| Mental Save | 25.025 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 5% |
| Poison Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 44.80 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: 18 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 287 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 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 372 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target's appearance has been altered. Cloak of Deception |
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 failed to protect the lost sun paladin from death by stone golem. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Silenne the Offalpierce (0 def, 6 armour) Silenne the Offalpierce (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: -4% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 nature / 12 lightning Changes resistances: +6% fire / +6% nature / +6% cold Changes resistances penetration: +10% lightning / +5% nature Maximum encumbrance: +23 Physical save: +6 (+3 eff.) Infravision radius: +2 A pair of boots made of leather. |
| Quiver | high-capacity quiver of yew arrows of erosion (54/54, 36-50.4 power, 10 apr) high-capacity quiver of yew arrows of erosion (54/54, 36-50.4 power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 36.0 - 50.4 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 54 Damage (Ranged): +7 nature / +8 temporal When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Darkfame the linen wizard hat (1 def, 0 armour) Darkfame the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 12 temporal Changes resistances: +11% temporal Changes resistances penetration: +5% darkness Changes damage: +26% temporal Mana each turn: +0.90 Mana when hit: +1.00 Maximum mana: +51.00 Spellpower: +6 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Falasalen the Gloomwither (dig speed 11 turns) Falasalen the Gloomwither (dig speed 11 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 16 lightning / 4 darkness Changes stats: +5 Str Changes resistances penetration: +25% darkness Changes damage: +3% darkness Maximum life: +29.00 Maximum stamina: +20.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Porerira PoreriraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +3 Mag / +3 Wil / +5 Con Changes damage: +6% blight Spell save: +12 (+6 eff.) Maximum mana: +20.00 Spell crit. chance: +3% Damage Shield penetration: +10% Rings can have magical properties. |
| On fingers | steel ring 'Balonik' steel ring 'Balonik'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +3% lightning / +6% temporal / +22% darkness / +24% fire / +2% physical Changes damage: +11% darkness / +12% fire Physical save: +10 (+5 eff.) Cut immunity: +10% Stun/Freeze immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
| Around waist | Glorymira GlorymiraPowered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Changes stats: +2 Str Changes resistances: +6% lightning / +6% temporal / +6% mind / +6% acid Mental save: +5 (+2 eff.) Cut immunity: +10% Knockback immunity: +5% Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | Stormbiter the yew longbow Stormbiter the yew longbowRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +11 lightning Burst (radius 1) on hit: +2 lightning Burst (radius 2) on crit: +4 acid When wielded/worn: Changes resistances: +3% lightning Changes resistances penetration: +15% acid / +8% physical / +8% temporal Changes damage: +15% lightning / +8% temporal / +9% acid / +27% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Arrow Stitching (-1 turn) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
| On hands | naturalist's hardened leather gloves (0 def, 2 armour) naturalist's hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 nature Changes resistances: +6% nature Changes damage: +5% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | enlightening rough leather armour of the void (1 def, 2 armour) enlightening rough leather armour of the void (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 6 darkness Damage (Ranged): 6 darkness Changes stats: +3 Cun / +4 Wil Changes resistances: +11% darkness / +10% temporal Mental save: +10 (+5 eff.) Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Thundersmasher the copper amulet Thundersmasher the copper amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +8 Str / +4 Dex / +5 Wil / +3 Con Changes resistances: +3% blight / +3% temporal / +9% nature Physical save: +7 (+4 eff.) Disease immunity: +15% Disarm immunity: +5% Life regen: +0.90 Maximum life: +33.00 Amulets can have magical properties. |
Inventory
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
shielding rune of the warrior (absorb 191 for 3 turns) shielding rune of the warrior (absorb 191 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 191 damage for 3 turns. Its effects scale with your Strength stat. 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. |
Ring of Insight Ring of InsightPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
wizard's copper ring of clarity wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
hateful iron dagger of erosion (9.5-12.35 power, 5 apr) hateful iron dagger of erosion (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 temporal / +4 nature / +4 darkness Damage against: +5% Living Sharp, short and deadly. |
insidious iron dagger of massacre (15-19.5 power, 5 apr) insidious iron dagger of massacre (15-19.5 power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +10 insidious poison Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger of erosion (10.5-13.65 power, 5 apr) iron dagger of erosion (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 nature / +4 temporal Sharp, short and deadly. |
ranger's elm longbow of fire ranger's elm longbow of fireRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +6 fire When wielded/worn: Changes stats: +2 Dex Changes damage: +8% fire Longbows are used to shoot arrows at your foes. |
Astral Blade (20-28 power, 5 apr) Astral Blade (20-28 power, 5 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes stats: +4 Mag You could carefully tailor an enchantment along the lines of some sort of theme, or you could just fill it with raw magical power. This is the result of the latter. |
Eremafast (16.5-23.1 power, 3 apr) Eremafast (16.5-23.1 power, 3 apr)Requires: - Magic 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +28 insidious poison / +5 darkness / +12 mind Damage against: +5% Living When wielded/worn: Armour penetration: +6 Physical crit. chance: +7.0% Changes stats: +2 Dex / +2 Wil / +1 Cun Critical mult.: +14.00% Reduces incoming crit damage: 15.00% Sharp, long, and deadly. |
Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Mardinarilar the iron waraxe (18-25.2 power, 2 apr) Mardinarilar the iron waraxe (18-25.2 power, 2 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 111% When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +1 Changes stats: +1 Str / +2 Dex / +1 Con Critical mult.: +9.00% One-handed war axes. |
Lorodurek (6 def, 0 armour) Lorodurek (6 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +6 (+3 eff.) Fatigue: -4% Changes stats: +3 Wil Changes resistances: +12% light / +13% fire Changes damage: +6% physical Critical mult.: +6.00% Stealth bonus: +6 Mental save: +6 (+3 eff.) Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Ivariba' (0 def, 1 armour) pair of rough leather boots 'Ivariba' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -9% Changes damage: +6% mind Critical mult.: +5.00% Maximum encumbrance: +45 Physical save: +14 (+7 eff.) Spell save: +20 (+9 eff.) Disease immunity: +15% Pinning immunity: +10% Mindpower: +4 (+2 eff.) A pair of boots made of leather. |
blighted rough leather gloves of dexterity (+2) (0 def, 1 armour) blighted rough leather gloves of dexterity (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Damage (Melee): 5 blight Changes stats: +2 Dex Changes resistances: +6% blight Changes damage: +3% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar rough leather gloves of strength (+2) (0 def, 1 armour) polar rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 5 cold Changes stats: +2 Str Changes resistances: +6% cold Changes damage: +3% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
troll-hide cured leather armour (2 def, 4 armour) troll-hide cured leather armour (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +3.40 Healing mod.: +10% A suit of armour made of leather. |
flaming quiver of ash arrows (18/18, 21-29.4 power, 7 apr) flaming quiver of ash arrows (18/18, 21-29.4 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 18 Burst (radius 1) on hit: +14 fire Arrows are used with bows to pierce your foes to death. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
2 nuummite 2 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Gems can be sold for money or used in arcane rituals. |
3 agate 3 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
203 alchemist agate 203 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
verdite 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. |
Burnfist the alchemist's lamp Burnfist the alchemist's lampPowered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane / 18 fire Changes resistances: +16% fire / +8% light / +5% arcane Changes resistances penetration: +25% arcane Changes damage: +8% darkness / +3% arcane Damage affinity(heal): +5% darkness Physical save: +8 (+4 eff.) Light radius: +3 Infravision radius: +2 Healing mod.: +15% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 149.84 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Hettehir the alchemist's lamp Hettehir the alchemist's lampPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +11 (+6 eff.) Changes stats: +2 Str / +3 Mag / +3 Con Changes resistances: +8% light Changes resistances penetration: +5% blight Changes damage: +7% darkness Damage affinity(heal): +5% darkness Reduces incoming crit damage: 15.00% Physical save: +13 (+6 eff.) Spell save: +15 (+8 eff.) Mental save: +15 (+8 eff.) Blindness immunity: +32% Confusion immunity: +16% Light radius: +7 Infravision radius: +4 See stealth: +14 See invisible: +12 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 149.84 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
3 spinel 3 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 385/400. 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. |
tiny geode 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. |
Ce'Nyma the elm totem of thorny skin [power 15] (20 cooldown) Ce'Nyma the elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Mag / +1 Wil Maximum wards: +2 acid / +2 nature / +2 light Grants telepathy: Demon/Minor Demon/Major Talents granted: +1 Ward +1 Lay Web Infravision radius: +3 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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 sugilite 2 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all 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. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
Fear me not! (Uniques)
Survived the Fearscape!By Enna the Skeleton Temporal Warden level 20
13rd Haze 122nd year of Ascendancy at 05:10 see stats
Level 10 (Uniques)
Got a character to level 10.By Enna the Skeleton Temporal Warden level 10
34th Dusk 122nd year of Ascendancy at 08:34 see stats
Level 20 (Uniques)
Got a character to level 20.By Enna the Skeleton Temporal Warden level 20
13rd Haze 122nd year of Ascendancy at 02:33 see stats
Level 30 (Uniques)
Got a character to level 30.By Enna the Skeleton Temporal Warden level 30
14th Haze 122nd year of Ascendancy at 23:09 see stats
The Arena (Uniques)
Unlocked Arena mode.By Enna the Skeleton Temporal Warden level 8
4th Mirth 122nd year of Ascendancy at 12:07 see stats
The secret city (Uniques)
Discovered the truth about mages.By Enna the Skeleton Temporal Warden level 18
48th Dusk 122nd year of Ascendancy at 01:58 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Enna the Skeleton Temporal Warden level 19
70th Dusk 122nd year of Ascendancy at 10:29 see stats
Log
Enna is dismayed!
Enna ignores the panic!
Your shield crumbles under the damage!
The shield around Enna crumbles.
Enna is on fire!
Enna overcomes the gloom
Talent Arrow Echoes is ready to use.
Talent Blade Shear is ready to use.
Talent Arrow Stitching is ready to use.
Talent Dig is ready to use.
Something hits Enna for (34 absorbed), 123 fire (123 total damage).
Burning from Xeba the snow giant hits Enna for 52 fire damage.
Something hits Enna for 378 arcane damage.
Enna the level 33 skeleton temporal warden was energised to death by Xeba the snow giant on level 1 of Daikara.
You have 2 life(s) left.
Enna overcomes the dismay
Enna stops burning.
Enna deactivates Temporal Hounds.
Enna is no longer invigorated.
Enna recovers sight.
Enna deactivates Weapon Folding.
Enna is no longer out of phase.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed Enna!
Talent Thread the Needle is ready to use.
You are sent back to the material plane!
Saving done.
