Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Steamtech UI 1.1.4 Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Temporal Warden |
| Level / Exp | 23 / 16% |
| Size | big |
| Lifes / Deaths | Killed by Yvisewyn the cold drake at level 13 on the 10th Dusk 122nd year of Ascendancy at 10:41 0 / 7Killed by Velurirama the lesser vampire at level 23 on the 63rd Haze 122nd year of Ascendancy at 09:44 Killed by Layamina the ghast at level 23 on the 63rd Haze 122nd year of Ascendancy at 09:56 Killed by ghoul at level 23 on the 63rd Haze 122nd year of Ascendancy at 12:02 Killed by Velurirama the lesser vampire at level 23 on the 63rd Haze 122nd year of Ascendancy at 12:11 Killed by Ivoma the skeleton magus at level 23 on the 63rd Haze 122nd year of Ascendancy at 12:21 Killed by Ivadatira the master vampire at level 23 on the 63rd Haze 122nd year of Ascendancy at 12:47 |
Primary Stats
| Strength | 20 (base 17) |
| Dexterity | 27 (base 24) |
| Constitution | 33 (base 31) |
| Magic | 52 (base 45) |
| Willpower | 10 (base 12) |
| Cunning | 29 (base 12) |
Resources
| Life | -68/806 |
| Mana | 182/232 |
| Paradox | 240 |
| Positive | 113/116 |
| Healing Factor | 1.3599507389162 |
| Regeneration | 6.7317561576352 |
Speed
| Mental | -2.076117056049E-12% |
| Attack | -2.076117056049E-12% |
| Movement | -49.999999999996% |
| Spell | -2.076117056049E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 12.385236480602 |
| See Invisible | 12.385236480602 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 32 |
| Crit Chance | 22% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 32 |
| Crit Chance | 30% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Nature | +9% |
| Physical | +14% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +9% |
| Physical | +5% |
| Temporal | +25% |
| Acid | +10% |
| Arcane | +10% |
| Cold | +8% |
| Fire | +7% |
Defense: Base
| Armour (hardiness) | 47 (45%) |
| Defense | 33 |
| Ranged Defense | 38 |
| Fatigue | 2 |
| Physical Save | 23 |
| Spell Save | 34 |
| Mental Save | 20 |
Defense: Resistances
| Mind | + 10%( 70%) |
| Lightning | + 44%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 19%( 70%) |
| Blight | + 29%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 16%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 25% |
| Poison Resistance | 15% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 541% 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 Magic stat. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | On death will restore to the source up to 1 times the vim's worth. Bleak Outcome |
Quests
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 |
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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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. * You have upgraded your rod of recall to transport you to the fortress. * 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: 114. | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed hummerhorn wing. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed electric eel tail. | active |
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! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within1 lumberjacks have died. | 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 | blood-soaked pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Balancegrind the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes stats: +2 Con Changes resistances: +8% blight / +12% lightning Changes damage: +6% nature Life regen: +3.10 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Xanona' (0 def, 19 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +19 Fatigue: +4% Damage when hit (Melee): 8 physical Changes resistances penetration: +5% physical Stamina each turn: +0.60 Maximum stamina: +15.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | steady dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +8.0% Armour: +2 Critical mult.: +7.00% Physical save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +25% Spell crit. chance: +10% Mental crit. chance: +5% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | yew wand of firewall 'Gorerock' [power 157] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 12 arcane / 8 nature Changes resistances penetration: +10% arcane Changes damage: +3% nature Talent granted: +2 Void Blast It can be used to creates a wall of flames lasting 4 turns (dealing 53 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | stralite ring 'Zereleg'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +2 (+1 eff.) Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 11 bleed Damage when hit (Melee): 4 temporal Changes stats: +3 Cun Changes resistances: +28% lightning Changes damage: +14% lightning / +9% physical Life regen: +1.60 Hate when firing a critical mind attack: +2.00 Maximum life: +98.00 Maximum hate: +9.00 Healing mod.: +19% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | copper ring 'Xeroramina'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +3% mind Changes resistances penetration: +25% temporal Changes damage: +6% mind Maximum encumbrance: +20 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
| Around neck | Bethurirawen the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +9% light / +13% temporal Reduces incoming crit damage: 10.00% Pinning immunity: +25% Knockback immunity: +20% Only die when reaching: -20.00 life Maximum life: +50.00 Amulets can have magical properties. |
| In main hand | elemental dwarven-steel longsword of massacre (139% power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 139% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +10% acid / +7% fire / +8% cold / +9% lightning Sharp, long, and deadly. |
| Around waist | Borodondur the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +6% blight Trap disarming bonus: +6 Stealth bonus: +6 Spell save: +6 (+3 eff.) Poison immunity: +15% Disease immunity: +30% Knockback immunity: +10% Infravision radius: +4 A belt that goes around your waist. |
| In off hand | Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Cloak | 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 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) 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: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 30.50 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
biting gale rune (8 cold damage; freeze 3 turns with power 15)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: 18 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 8.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
Moon (136% power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 137% Range: 1.3x Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Alirin the Morningwreck (24/24, 115% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 115% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 24 On weapon hit: * 40% chance to blind On weapon crit: * splashes the target with acid Damage (Ranged): +13 acid Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +4 light Arrows are used with bows to pierce your foes to death. |
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. |
iron pickaxe of the Iron Throne (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +21.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Putnam the Ogre Temporal Warden level 18
17th Haze 122nd year of Ascendancy at 10:24 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Putnam the Ogre Temporal Warden level 17
43rd Dusk 122nd year of Ascendancy at 16:59 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Putnam the Ogre Temporal Warden level 21
37th Haze 122nd year of Ascendancy at 16:41 see stats
Exterminator
Killed 1000 creatures.By Putnam the Ogre Temporal Warden level 15
14th Dusk 122nd year of Ascendancy at 07:24 see stats
Fear me not!
Survived the Fearscape!By Putnam the Ogre Temporal Warden level 22
47th Haze 122nd year of Ascendancy at 08:23 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Putnam the Ogre Temporal Warden level 15
12nd Dusk 122nd year of Ascendancy at 17:53 see stats
Impossible Death
Got killed by your future self.By Putnam the Ogre Temporal Warden level 20
36th Haze 122nd year of Ascendancy at 20:05 see stats
Level 10
Got a character to level 10.By Putnam the Ogre Temporal Warden level 10
3rd Summertide 122nd year of Ascendancy at 09:22 see stats
Level 20
Got a character to level 20.By Putnam the Ogre Temporal Warden level 20
20th Haze 122nd year of Ascendancy at 20:51 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Putnam the Ogre Temporal Warden level 18
2nd Haze 122nd year of Ascendancy at 10:55 see stats
The Arena
Unlocked Arena mode.By Putnam the Ogre Temporal Warden level 8
4th Mirth 122nd year of Ascendancy at 20:32 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Putnam the Ogre Temporal Warden level 23
62nd Haze 122nd year of Ascendancy at 03:19 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Putnam the Ogre Temporal Warden level 15
15th Dusk 122nd year of Ascendancy at 10:36 see stats
Unstoppable
Returned from the dead.By Putnam the Ogre Temporal Warden level 23
63rd Haze 122nd year of Ascendancy at 12:22 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By Putnam the Ogre Temporal Warden level 4
78th Pyre 122nd year of Ascendancy at 14:44 see stats
Log
Bethykira the master vampire uses Shield Pummel.
Bethykira the master vampire misses Putnam.
Bethykira the master vampire misses Putnam.
Layossra the vampire's Channel Staff hits Putnam for 35 blight damage.
A shield forms around Putnam.
A barrier bursts from the leather jacket!
Layossra the vampire's firestorm hits Putnam for (61 absorbed), 0 fire (0 total damage).
Layossra the vampire stops surging mana.
Bleeding from Putnam hits Bethykira the master vampire for 2 physical damage.
Ivadatira the master vampire hits Putnam for (29 absorbed), 0 cold (0 total damage).
Ivadatira the master vampire uses Stun.
Ivadatira the master vampire misses Putnam.
Ivadatira the master vampire casts Disperse Magic.
Putnam is stunned!
Ivadatira the master vampire hits Putnam for (27 absorbed), 0 physical, (19 absorbed), 0 darkness, (46 absorbed), 0 arcane (0 total damage).
Putnam hits Ivadatira the master vampire for 4 temporal, 9 physical, 2 nature, 11 arcane (26 total damage).
Layossra the vampire casts Channel Staff.
Layossra the vampire's Body of Fire hits Putnam for (38 absorbed), 0 fire (0 total damage).
Putnam misses Ivadatira the master vampire.
Putnam misses Ivadatira the master vampire.
Layossra the vampire's Channel Staff hits Putnam for (35 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around Putnam crumbles.
Layossra the vampire's firestorm hits Putnam for (19 absorbed), 42 fire (42 total damage).
Bethykira the master vampire uses Block.
Bleeding from Putnam hits Bethykira the master vampire for (1 blocked), 0 physical (0 total damage).
Ivadatira the master vampire hits Putnam for 29 cold damage.
Ivadatira the master vampire uses Dual Strike.
Saving game...








































































