Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Ashes of Urh'Rok 1.2.4Official Expansion!Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Infinite500 v2.4: Revised high level play for ToME 1.2.4Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 42 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Itgaron the shalore at level 14 on the 6th Loss 122nd year of Ascendancy at 03:08 2 / 5Killed by Talimok the Impassable at level 15 on the 27th Shortage 122nd year of Ascendancy at 09:37 Killed by snow giant boulder thrower at level 19 on the 27th Steel 123rd year of Ascendancy at 11:01 Killed by will o' the wisp at level 23 on the 16th Gold 123rd year of Ascendancy at 05:17 Killed by orc pyromancer at level 29 on the 28th Profit 123rd year of Ascendancy at 15:40 |
Primary Stats
| Strength | 136 (base 61) |
| Dexterity | 97 (base 60) |
| Constitution | 79 (base 52) |
| Magic | 19 (base 9) |
| Willpower | 27 (base 11) |
| Cunning | 47 (base 10) |
Resources
| Life | 1383/1383 |
| Stamina | 134/134 |
| Healing Factor | 1.12 |
| Regeneration | 7.0196526136635 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 12 |
| See Invisible | 17 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 220 |
| Accuracy | 85 |
| Crit Chance | 57% |
| APR | 41 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37.85 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 117.74077047904 (100%) |
| Defense | 55.299608895143 |
| Ranged Defense | 64.474706671357 |
| Fatigue | 0 |
| Physical Save | 75.35 |
| Spell Save | 69.9375 |
| Mental Save | 58.016666666667 |
Defense: Resistances
| All | + 15%( 88%) |
Defense: Immunities
| Knockback Resistance | 57% |
| Stun Resistance | 87% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 23% for 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 389 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 522 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 9 turns. While Heroism is active, you will only die when reaching -543 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 692% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | True Grit |
| talent | Precise Strikes |
| talent | Shield Wall |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lone alchemist from death by red crystal. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved mental save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved spell save by +4. | done |
You failed to protect the temporal explorer from death by wretchling. Escort: temporal explorer (level 6 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 437. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Grinoramnir the pair of hardened leather boots (0 def, 3 armour) Grinoramnir the pair of hardened leather boots (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 Armour: +3 Fatigue: -3% Maximum encumbrance: +28 Physical save: +15 Spell save: +25 Mental save: +11 Maximum mana: +80.00 Spellpower: +6 Mindpower: +4 A pair of boots made of leather. Press to compare |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. Press to compare |
| On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. Press to compare |
| On hands | Kohell (0 def, 2 armour) Kohell (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 temporal Damage when hit (Melee): 8 blight Changes stats: +3 Mag Changes resistances: +7% temporal Changes damage: +18% blight / +6% temporal / +5% arcane Life regen: +1.60 Stamina each turn: +1.00 Maximum stamina: +19.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
| Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." Press to compare |
| On fingers | gladiator's stralite ring of life gladiator's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 Changes stats: +7 Str / +5 Con Life regen: +0.70 Maximum life: +40.00 Healing mod.: +12% Rings can have magical properties. Press to compare |
| On fingers | Sanity SanityPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Effects on melee hit: * 26% chance to blind Effects on ranged hit: * 35% chance to blind Changes stats: +10 Dex / +8 Mag / +8 Wil / +11 Cun Changes resistances penetration: +10% nature Changes damage: +12% mind Mental save: +15 Confusion immunity: +50% Equilibrium when hit: +0.08 Spellpower: +15 Mindpower: +4 Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. Press to compare |
| Around neck | Aryba the gold amulet Aryba the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +1 Mag / +5 Cun / +6 Con Changes resistances: +6% mind Disease immunity: +5% Life regen: +0.30 Stamina each turn: +0.80 Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Amulets can have magical properties. Press to compare |
| In main hand | Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. Press to compare |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 34% chance to completely evade them and granting you 36 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. Press to compare |
| In off hand | Shield of Impenetrable Light (12 def, 3 armour, 72 dam, 205.5 block) Shield of Impenetrable Light (12 def, 3 armour, 72 dam, 205.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.0 - 86.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +206 On weapon hit: * 28% chance to daze * 20% chance to cause random insanity On weapon crit: * smash the target with your shield crippling them Damage (Melee): +8 arcane / +8 nature Burst (radius 1) on hit: +19 fire When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage (Melee): 10 lightning / 10 fire Damage when hit (Melee): 30 lightning / 20 fire Changes stats: +1 Wil Changes resistances: +30% cold Changes resistances penetration: +10% blight Changes damage: +6% mind Talent granted: +5 Block Maximum mana: +60.00 Handheld deflection devices. Press to compare |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 66.86 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. Press to compare |
| Main armor | Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all units within 5 spaces, causing them to bleed for 120 physical damage over 4 turns. For every unit (up to 10) drained, the armor's stats increase, but decrease over 10 turns until back to normal, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only the plate remained, dying to finally taste fresh blood again. Press to compare |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
vitalizing voratun amulet of mastery (0.35 Technique / Shield offense) vitalizing voratun amulet of mastery (0.35 Technique / Shield offense)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Con Talent mastery: +0.35 Technique / Shield offense Physical save: +10 Life regen: +2.30 Maximum life: +46.00 Amulets can have magical properties. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Talimok the Impassable the Dwarf Bulwark level 24
18th Gold 123rd year of Ascendancy at 08:35 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Talimok the Impassable the Dwarf Bulwark level 27
1st Profit 123rd year of Ascendancy at 08:06 see stats
Against all odds
Killed Ukruk in the ambush.By Talimok the Impassable the Dwarf Bulwark level 24
16th Gold 123rd year of Ascendancy at 12:14 see stats
Arachnophobia
Destroyed the spydric menace.By Talimok the Impassable the Dwarf Bulwark level 37
15th Shortage 123rd year of Ascendancy at 15:10 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Talimok the Impassable the Dwarf Bulwark level 37
15th Shortage 123rd year of Ascendancy at 09:02 see stats
Brave new world
Went to the Far East and took part in the war.By Talimok the Impassable the Dwarf Bulwark level 29
18th Profit 123rd year of Ascendancy at 08:56 see stats
Bringer of Doom
Killed a Bringer of Doom.By Talimok the Impassable the Dwarf Bulwark level 18
3rd Steel 123rd year of Ascendancy at 21:09 see stats
Clone War
Destroyed your own Shade.By Talimok the Impassable the Dwarf Bulwark level 41
45th Steel 124th year of Ascendancy at 20:50 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Talimok the Impassable the Dwarf Bulwark level 11
39th Profit 122nd year of Ascendancy at 19:22 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Talimok the Impassable the Dwarf Bulwark level 28
13rd Profit 123rd year of Ascendancy at 16:18 see stats
Exterminator
Killed 1000 creatures.By Talimok the Impassable the Dwarf Bulwark level 16
21st Iron 123rd year of Ascendancy at 12:15 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Talimok the Impassable the Dwarf Bulwark level 24
7th Stralite 123rd year of Ascendancy at 11:42 see stats
Fear me not!
Survived the Fearscape!By Talimok the Impassable the Dwarf Bulwark level 21
10th Gold 123rd year of Ascendancy at 17:15 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Talimok the Impassable the Dwarf Bulwark level 27
1st Profit 123rd year of Ascendancy at 06:01 see stats
Level 10
Got a character to level 10.By Talimok the Impassable the Dwarf Bulwark level 10
23rd Profit 122nd year of Ascendancy at 03:10 see stats
Level 20
Got a character to level 20.By Talimok the Impassable the Dwarf Bulwark level 20
39th Steel 123rd year of Ascendancy at 06:58 see stats
Level 30
Got a character to level 30.By Talimok the Impassable the Dwarf Bulwark level 30
28th Profit 123rd year of Ascendancy at 20:35 see stats
Level 40
Got a character to level 40.By Talimok the Impassable the Dwarf Bulwark level 40
37th Steel 124th year of Ascendancy at 03:56 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Talimok the Impassable the Dwarf Bulwark level 14
5th Loss 122nd year of Ascendancy at 01:02 see stats
Size matters
Did over 600 damage in one attack.By Talimok the Impassable the Dwarf Bulwark level 27
10th Profit 123rd year of Ascendancy at 22:24 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Talimok the Impassable the Dwarf Bulwark level 29
14th Profit 123rd year of Ascendancy at 05:26 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Talimok the Impassable the Dwarf Bulwark level 4
20th Voratun 122nd year of Ascendancy at 03:18 see stats
The Arena
Unlocked Arena mode.By Talimok the Impassable the Dwarf Bulwark level 8
14th Profit 122nd year of Ascendancy at 17:08 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Talimok the Impassable the Dwarf Bulwark level 27
1st Profit 123rd year of Ascendancy at 08:06 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Talimok the Impassable the Dwarf Bulwark level 18
18th Steel 123rd year of Ascendancy at 02:35 see stats
The secret city
Discovered the truth about mages.By Talimok the Impassable the Dwarf Bulwark level 12
11st Wealth 122nd year of Ascendancy at 10:02 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Talimok the Impassable the Dwarf Bulwark level 32
18th Wealth 123rd year of Ascendancy at 02:11 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Talimok the Impassable the Dwarf Bulwark level 18
17th Steel 123rd year of Ascendancy at 07:28 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Talimok the Impassable the Dwarf Bulwark level 28
11st Profit 123rd year of Ascendancy at 23:49 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Talimok the Impassable the Dwarf Bulwark level 18
25th Steel 123rd year of Ascendancy at 00:52 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Talimok the Impassable the Dwarf Bulwark level 23
16th Gold 123rd year of Ascendancy at 06:39 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Exploratory Farportal exit here (press '' or right click to use).
Ran for 22 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Exploratory Farportal exit here (press '' or right click to use).
Ran for 17 turns (stop reason: at exit).
You gain 1.18 gold from the transmogrification of hardened leather cap 'Blastmortal' (0 def, 7 armour).
You gain 0.05 gold from the transmogrification of pair of voratun boots (0 def, 5 armour).
You gain 0.03 gold from the transmogrification of pair of drakeskin leather boots (0 def, 5 armour).
You gain 0.42 gold from the transmogrification of restorative elven-silk cloak (3 def, 0 armour).
You gain 1.40 gold from the transmogrification of prismatic voratun plate armour of thunder (9 def, 16 armour).
You gain 0.72 gold from the transmogrification of Eilinann the drakeskin leather armour (5 def, 8 armour).
You gain 0.34 gold from the transmogrification of shimmering elven-silk robe of power (5 def, 0 armour).
You gain 0.51 gold from the transmogrification of hungering living mindstar of clarity (17-18.7 power, 40 apr, nature damage).
You gain 0.37 gold from the transmogrification of dreamer's thorny mindstar of life (9.5-10.45 power, 24 apr, nature damage).
You gain 0.55 gold from the transmogrification of elemental voratun dagger (40-52 power, 9 apr).
You gain 0.39 gold from the transmogrification of voratun waraxe of torment (39.5-55.3 power, 6 apr).
You gain 0.74 gold from the transmogrification of hateful voratun waraxe of evisceration (39.5-55.3 power, 6 apr).
You gain 0.64 gold from the transmogrification of dragonbone magestaff of breaching (30-36 power, 6 apr, lightning element).
You gain 0.61 gold from the transmogrification of lifebinding elven-wood starstaff (25-30 power, 5 apr, temporal element).
You gain 0.65 gold from the transmogrification of warrior's voratun amulet of cunning (+8).
You gain 0.15 gold from the transmogrification of shielding rune (absorb 183 for 6 turns).
You gain 0.06 gold from the transmogrification of sun infusion (rad 7; power 23; turns 5; dispells darkness).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
