Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Midnight 1.4.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Infinite500 v2.5g: Revised high level play for ToME 1.4.8Version 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. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Chaotic |
| Class | Randventurer |
| Level / Exp | 24 / 91% |
| Size | big |
| Lifes / Deaths | Killed by Khulmanar, General of Urh'Rok at level 16 on the 7th Flare 122nd year of Ascendancy at 02:44 0 / 7Killed by giant spider at level 22 on the 15th Dusk 122nd year of Ascendancy at 06:39 Killed by shadow at level 24 on the 21st Dusk 122nd year of Ascendancy at 10:06 Killed by Belatira the bone giant at level 24 on the 21st Dusk 122nd year of Ascendancy at 12:04 Killed by Belatira the bone giant at level 24 on the 21st Dusk 122nd year of Ascendancy at 15:05 Killed by Ivybrenn the vampire at level 24 on the 21st Dusk 122nd year of Ascendancy at 21:36 Killed by Kor's Fury at level 24 on the 23rd Dusk 122nd year of Ascendancy at 08:52 |
Primary Stats
| Strength | 41.404559168804 (base 42) |
| Dexterity | 25 (base 12) |
| Constitution | 24 (base 12) |
| Magic | 59 (base 54) |
| Willpower | 21 (base 12) |
| Cunning | 20 (base 12) |
Resources
| Mana | 18/18 |
| Negative | 0/119 |
| Life | -46/589 |
| Paradox | 333 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Vim | 144/144 |
| Positive | 7/99 |
| Stamina | 136/136 |
| Psi | 98/101 |
| Healing Factor | 1.22 |
| Regeneration | 23.003265716137 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 50 |
| Crit Chance | 25% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 53.2 (93.924050632911%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 13 |
| Physical Save | 34 |
| Spell Save | 37 |
| Mental Save | 32 |
Defense: Resistances
| All | -16%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Silence Resistance | 30% |
| Bleed Resistance | 50% |
| Confusion Resistance | 29% |
| Knockback Resistance | 22% |
| Stun Resistance | 11% |
| Instadeath Resistance | 100% |
| Blind Resistance | 5% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 193.97 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 100.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 50. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Spell / Advanced-golemancy | 1.19 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Predator | 1.28 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.25 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Golemancy | 1.18 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.15 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Celestial / Crusader | 1.26 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Corruption / Vile life | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Fiery Hands |
| talent | Righteous Strength |
| talent | Overkill |
| talent | Slow Motion |
| talent | Kinetic Shield |
| talent | Elemental Discord |
| talent | Inner Power |
| talent | Weapon Folding |
| talent | Shock Hands |
| talent | Premonition |
| talent | Gravity Locus |
| talent | Beyond the Flesh |
| detrimental effect | The target is cursed, taking 44.17 darkness damage per turn and preventing natural life regeneration. Curse of Death |
| beneficial effect | The target's accuracy and power have been increased by 9. 3 Fateweaver |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | Reduces cold damage received by 16%. Premonition Shield |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. -58 HP on the iceblock remaining. Frozen |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is regaining 17 life per turn and refreshing talents at twice the normal rate. Invigorate |
| detrimental effect | The target is infected by a disease, reducing its strength by 21 and doing 33.99 blight damage per turn. Weakness Disease |
| beneficial effect | Increase light and physical damage by 10%. Righteous Strength |
| beneficial effect | The target's defense and saves have been increased by 9. 3 Spin |
| beneficial effect | The target has a 30% chance of increasing the duration of one detrimental status effects on targets it damages by one. Seal Fate |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Infinite Dungeon. Escort: injured seer (level 2 of Infinite Dungeon)As a reward you improved talent Premonition (+1 level(s)). | done |
Escort the lost sun paladin to the recall portal on level 14 of Infinite Dungeon. Escort: lost sun paladin (level 14 of Infinite Dungeon) | active |
You successfully escorted the repented thief to the recall portal on level 11 of Infinite Dungeon. Escort: repented thief (level 11 of Infinite Dungeon)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | Arirain the yew starstaff (24-28.8 power, 4 apr, physical element) Arirain the yew starstaff (24-28.8 power, 4 apr, physical element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 24.0 - 28.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +2 (+1 eff.) Defense: +6 (+0 eff.) Fatigue: -4% Effects on melee hit: * 11% chance to blind Changes damage: +24% physical Talent granted: +1 Command Staff Life regen: +0.20 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 72.96 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Quiver | 5 alchemist spinel 5 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
| Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+3 eff.) Maximum life: +42.00 Light radius: +2 Healing mod.: +10% 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 | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On feet | Yvayath (0 def, 4 armour) Yvayath (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 mind Changes resistances: +8% lightning / +8% temporal / +6% mind Changes damage: +3% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Malogund the iron pickaxe (dig speed 38 turns) Malogund the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+2 eff.) Fatigue: -5% Changes stats: +3 Str Maximum life: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Xerikira' steel ring 'Xerikira'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Changes resistances: +9% temporal Changes resistances penetration: +10% mind Changes damage: +3% temporal Spellpower: +9 (+3 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties. |
| On fingers | Smoldervengeance the gold ring Smoldervengeance the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid / 8 fire Changes resistances penetration: +10% acid Mental save: +9 (+5 eff.) Confusion immunity: +29% Rings can have magical properties. |
| Around neck | restful steel amulet of healing restful steel amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Cut immunity: +50% Life regen: +1.10 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 219 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | elven-wood starstaff 'Islamira' (25-30 power, 5 apr, physical element) elven-wood starstaff 'Islamira' (25-30 power, 5 apr, physical element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +6.0% Changes resistances: +6% light Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +15.00% Blindness immunity: +5% Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets 'Lisinor' (0 def, 9 armour) dwarven-steel gauntlets 'Lisinor' (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +9 Damage (Melee): 8 nature / 7 physical Changes stats: +3 Str Changes resistances: +6% nature Changes damage: +6% nature / +5% physical Reduces incoming crit damage: 15.00% When used to modify unarmed attacks: Base power: 24.5 - 34.3 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). Burst (radius 1) on hit: +10 physical Burst (radius 2) on crit: +7 nature / +7 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Isulle the hardened leather belt Isulle the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+4 eff.) Fatigue: -6% Changes stats: +3 Str / +5 Dex / +3 Cun / +6 Lck Reduces incoming crit damage: 5.00% Trap disarming bonus: +14 Stealth bonus: +8 Maximum encumbrance: +31 Spell save: +5 (+3 eff.) Stamina each turn: +0.20 Maximum stamina: +20.00 Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
| Cloak | Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+0 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 1.6 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 20% chance to completely evade them and granting you 8 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Main armor | hardened steel plate armour of the dragon (4 def, 16 armour) hardened steel plate armour of the dragon (4 def, 16 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Defense: +4 (+0 eff.) Fatigue: +22% Changes stats: +1 Str / +2 Con Changes resistances: +11% acid / +11% physical / +11% cold / +12% fire / +14% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +21% Stun/Freeze immunity: +22% Knockback immunity: +22% A suit of armour made of metal plates. |
Inventory
healing infusion of the wizard (heal 205) healing infusion of the wizard (heal 205)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 205 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 410 over 5 turns) regeneration infusion of the wizard (heal 410 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 410 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
heat beam rune of the titan (197 fire damage) heat beam rune of the titan (197 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 197.10 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution 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. |
shielding rune (absorb 199 for 4 turns) shielding rune (absorb 199 for 4 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: 17 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 199 damage for 4 turns. 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 duelist (absorb 229 for 4 turns) shielding rune of the duelist (absorb 229 for 4 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: 24 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 229 damage for 4 turns. Its effects scale with your Dexterity 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. |
shielding rune of the psychic (absorb 209 for 4 turns) shielding rune of the psychic (absorb 209 for 4 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: 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 209 damage for 4 turns. Its effects scale with your Willpower 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. |
shielding rune of the warrior (absorb 280 for 4 turns) shielding rune of the warrior (absorb 280 for 4 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: 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 280 damage for 4 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. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Searborn the gold ring Searborn the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances penetration: +15% fire Changes damage: +6% mind Rings can have magical properties. |
copper ring of frost (+22%) copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+6 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
49 alchemist agate 49 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+4 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 79 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
10 amethyst 10 amethyst0.00 Encumbrance. Type: gem / violet ; 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Mitrarel the Chaotic Randventurer level 14
1st Flare 122nd year of Ascendancy at 02:47 see stats
Exterminator
Killed 1000 creatures.By Mitrarel the Chaotic Randventurer level 20
8th Dusk 122nd year of Ascendancy at 23:32 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Mitrarel the Chaotic Randventurer level 20
8th Dusk 122nd year of Ascendancy at 11:44 see stats
Level 10
Got a character to level 10.By Mitrarel the Chaotic Randventurer level 10
5th Mirth 122nd year of Ascendancy at 08:38 see stats
Level 20
Got a character to level 20.By Mitrarel the Chaotic Randventurer level 20
6th Dusk 122nd year of Ascendancy at 14:44 see stats
The Rat Lich
Killed the terrible Rat Lich.By Mitrarel the Chaotic Randventurer level 11
9th Mirth 122nd year of Ascendancy at 06:23 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Mitrarel the Chaotic Randventurer level 23
19th Dusk 122nd year of Ascendancy at 18:23 see stats
Log
Mitrarel receives 36 healing.
Mitrarel hits Kor's Fury for 108 physical, 13 physical, 1 physical, 6 lightning, 3 physical, 13 fire, 2 physical, 9 nature, , 6 physical, 17 temporal (177 total damage).
Kor's Fury casts Virulent Disease.
Mitrarel is afflicted by a weakness disease!
Kor's Fury misses Mitrarel.
Poravea, the lost sun paladin says: 'I'm feeling a little better.'
Mitrarel casts Seal Fate.
Mitrarel casts Repulsion Blast.
Kor's Fury resists the knockback!
Kor's Fury shrugs off the effect 'Frozen'!
Mitrarel is knocked back!
Poravea, the lost sun paladin is knocked back!
Your hatred grows even as your life fades! (+4 hate)
Mitrarel is encased in ice!
Mitrarel hits Kor's Fury for 115 physical damage.
Kor's Fury's cold repulsion area effect hits Mitrarel for 26 cold, (5 to psi shield), 19 physical (45 total damage).
Kor's Fury's cold repulsion area effect hits Poravea, the lost sun paladin for 26 cold, 22 physical (48 total damage).
Kor's Fury's ice storm area effect hits Mitrarel for 58 cold damage.
Kor's Fury resists!
Talent Fold Fate is ready to use.
Talent Fold Gravity is ready to use.
Weakness Disease from Kor's Fury hits Mitrarel for (13 to ice), 20 blight (20 total damage).
Curse of Death from Kor's Fury hits Mitrarel for (17 to ice), 25 darkness (25 total damage).
Mitrarel's Beyond the Flesh hits Iceblock for 98 physical, 23 physical, 3 physical, 11 lightning, 5 physical, 22 fire, 4 physical, 15 nature, 11 physical, 45 temporal (231 total damage).
Mitrarel's Beyond the Flesh hits Kor's Fury for damage.
Kor's Fury recovers sight.
Kor's Fury casts Manathrust.
Your hatred grows even as your life fades! (+6 hate)
Saving game...
