Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Arcanum Class Pack 1.1.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Druid Class 1.1.0Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Infinite500 v2.1: Revised high level play for ToME 1.1.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 20 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by Aeralaith the sandworm at level 13 on the 25th Profit 122nd year of Ascendancy at 07:08 0 / 6Killed by Yvilaith the Guardian at level 17 on the 33rd Dearth 122nd year of Ascendancy at 09:50 Killed by skeleton mage at level 18 on the 10th Loss 122nd year of Ascendancy at 19:59 Killed by Emelotha the forest troll at level 20 on the 16th Loss 122nd year of Ascendancy at 13:33 Killed by Emelotha the forest troll at level 20 on the 16th Loss 122nd year of Ascendancy at 14:49 Killed by Emelotha the forest troll at level 20 on the 16th Loss 122nd year of Ascendancy at 16:24 |
Primary Stats
| Strength | 52 (base 40) |
| Dexterity | 18 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 29 (base 31) |
| Willpower | 34 (base 31) |
| Cunning | 27 (base 10) |
Resources
| Life | -141/488 |
| Mana | 239/284 |
| Equilibrium | 46 |
| Healing Factor | 1.1 |
| Regeneration | 2.035 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 38 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 38 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.3 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Acid | +19% |
| Light | +10% |
| Temporal | +15% |
| Blight | +4% |
| Physical | +12% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 65.4 (94.117647058824%) |
| Defense | 0 |
| Ranged Defense | 20 |
| Fatigue | 59 |
| Physical Save | 37.404623762376 |
| Spell Save | 32.554623762376 |
| Mental Save | 48.803082508251 |
Defense: Resistances
| Mind | + 18%( 70%) |
| Acid | + 23%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 24%( 70%) |
| Nature | + 23%( 70%) |
| Fire | + 24%( 70%) |
| Cold | + 46%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| 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 312 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 132 life. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shards |
| talent | Eldritch Infusion |
| beneficial effect | Absorbs 464 damage from the next blockable attack. Blocking |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 grave | active |
You failed to protect the lone alchemist from death by Betevea the poison ivy. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lone alchemist from death by bee swarm. Escort: lone alchemist (level 3 of Trollmire) | failed |
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 |
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 |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * 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: 14. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed black mamba head. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 xorn fragment. * You've found the needed pouch of bone giant dust. * You've found the needed minotaur nose. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Earelarin the dwarven-steel helm (0 def, 4 armour) Earelarin the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str Damage when the wearer hits(melee): 6 blight Damage when the wearer is hit: 4 temporal Changes resistances penetration: +5% temporal Changes damage: +3% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | spellstreaming iron gauntlets (0 def, 1 armour) spellstreaming iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Mana each turn: +0.12 Spellpower: +5 Spell crit. chance: +3% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 acid Damage when the wearer hits(ranged): 5 acid Damage when the wearer is hit: 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8.0 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 9.67 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
| On fingers | steel ring 'Xanorin' steel ring 'Xanorin'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 Defense: +18 Changes stats: +8 Cun / +5 Dex Changes resistances: +12% temporal Changes damage: +12% temporal Mental save: +3 Confusion immunity: +15% Stun/Freeze immunity: +10% Rings can have magical properties. |
| Around neck | Arthidunantir the steel amulet Arthidunantir the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +2 Cun Damage when the wearer is hit: 8 mind Changes damage: +9% mind Life regen: +1.60 Psi each turn: +0.10 Amulets can have magical properties. |
| In main hand | Titanic (20 def, 18 armour, 48 dam, 320 block) Titanic (20 def, 18 armour, 48 dam, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 Ranged Defense: +10 Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. This item has been sent to the Item's Vault. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | stralite shield 'Xereldath' (10 def, 2 armour, 48 dam, 144.5 block) stralite shield 'Xereldath' (10 def, 2 armour, 48 dam, 144.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +144 Burst (radius 1) on hit: +17 fire Damage against: +10% Horror When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +1 Dex Damage when the wearer hits(melee): 7 fire Damage when the wearer is hit: 13 fire Changes damage: +12% physical Talent granted: +4 Block Handheld deflection devices |
| Cloak | Anasagas (2 def, 6 armour) Anasagas (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 Damage when the wearer hits(melee): 4 acid Changes resistances: +17% cold Changes resistances penetration: +5% mind Changes damage: +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scaldwell the stralite mail armour (12 def, 18 armour) Scaldwell the stralite mail armour (12 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +18 Defense: +12 Fatigue: +10% Changes stats: +3 Cun Damage when the wearer hits(melee): 2 fire Damage when the wearer is hit: 8 fire Changes resistances: +5% mind / +12% fire Changes resistances penetration: +5% mind Physical save: +9 Mental save: +39 A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion (rad 5; power 21; turns 4; dispells darkness)sun infusion (rad 5; power 21; turns 4; dispells darkness) 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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. 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. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 7; power 21; dur 5)phase door rune (range 7; power 21; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. 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. |
wanderer's steel amulet of magic (+3) wanderer's steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +3 Mag / +4 Cun / +4 Con Life regen: +0.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced steel waraxe of the leech (9.5-13.3 power, 3 apr)balanced steel waraxe of the leech (9.5-13.3 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 9.5 - 13.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +8 nature slow When wielded/worn: Accuracy: +6 Defense: +6 Damage when the wearer is hit: 6 nature slow One-handed war axes. |
restful iron gauntlets (0 def, 1 armour) restful iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +1.10 Stamina each turn: +0.50 Maximum stamina: +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of acid resistance (2 def, 4 armour)spiked cured leather armour of acid resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer is hit: 14 physical Changes resistances: +17% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Xerovea (3 def, 7 armour)Xerovea (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +7 Defense: +3 Fatigue: +20% Damage when the wearer is hit: 11 physical Changes resistances penetration: +10% physical Life regen: +0.20 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour of Eyal (4 def, 9 armour)steel plate armour of Eyal (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Life regen: +1.30 Maximum life: +40.00 Healing mod.: +14% A suit of armour made of metal plates. |
62 alchemist agate 62 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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 Gems can be sold for money or used in arcane rituals. |
2 opal 2 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 Gems can be sold for money or used in arcane rituals. |
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. |
2 garnet 2 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
This item will automatically be transmogrified when you leave the level. plaguebringer's pouch of iron shots of accuracy (23/23, 11-13.2 power, 1 apr)plaguebringer's pouch of iron shots of accuracy (23/23, 11-13.2 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 11.0 - 13.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 23 When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits(ranged): +6 blight Shots are used with slings to pummel your foes to death. |
2 amethyst 2 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% 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Jorra Understone the Dwarf Stone Warden level 16
17th Wealth 122nd year of Ascendancy at 19:11 see stats
Exterminator
Killed 1000 creatures.By Jorra Understone the Dwarf Stone Warden level 18
36th Dearth 122nd year of Ascendancy at 04:34 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jorra Understone the Dwarf Stone Warden level 16
33rd Profit 122nd year of Ascendancy at 01:56 see stats
Level 10
Got a character to level 10.By Jorra Understone the Dwarf Stone Warden level 10
3rd Profit 122nd year of Ascendancy at 12:11 see stats
Level 20
Got a character to level 20.By Jorra Understone the Dwarf Stone Warden level 20
13rd Loss 122nd year of Ascendancy at 21:03 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Jorra Understone the Dwarf Stone Warden level 18
36th Dearth 122nd year of Ascendancy at 13:19 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Jorra Understone the Dwarf Stone Warden level 17
30th Dearth 122nd year of Ascendancy at 08:11 see stats
Santassacre!
Killed the little helper elves after saving them!By Jorra Understone the Dwarf Stone Warden level 18
36th Dearth 122nd year of Ascendancy at 13:39 see stats
Size matters
Did over 600 damage in one attack.By Jorra Understone the Dwarf Stone Warden level 19
12nd Loss 122nd year of Ascendancy at 05:00 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Jorra Understone the Dwarf Stone Warden level 4
18th Voratun 122nd year of Ascendancy at 17:41 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Jorra Understone the Dwarf Stone Warden level 16
1st Wealth 122nd year of Ascendancy at 19:30 see stats
The Arena
Unlocked Arena mode.By Jorra Understone the Dwarf Stone Warden level 10
3rd Profit 122nd year of Ascendancy at 12:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Jorra Understone the Dwarf Stone Warden level 16
1st Wealth 122nd year of Ascendancy at 19:00 see stats
Log
Bleeding from Crystaline Half (Jorra Understone) hits Emelotha the forest troll for 2 to psi, 3 physical (5 total damage).
Burning Shock from Emelotha the forest troll hits Stone Half (Jorra Understone) for 21 fire damage.
Burning Shock from Emelotha the forest troll hits Crystaline Half (Jorra Understone) for 21 fire damage.
Talent Stone Spikes is ready to use.
Talent Eldritch Blow is ready to use.
Talent Dig is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Nature's Touch is ready to use.
Jorra Understone uses Nature's Touch.
Jorra Understone receives 285 healing.
Emelotha the forest troll casts Phase Door.
Emelotha the forest troll's mind surges with critical power!
Emelotha the forest troll converts some damage to Psi!
Bleeding from Crystaline Half (Jorra Understone) hits Emelotha the forest troll for 3 to psi, 3 physical (6 total damage).
Burning Shock from Emelotha the forest troll hits Stone Half (Jorra Understone) for 21 fire damage.
Burning Shock from Emelotha the forest troll hits Crystaline Half (Jorra Understone) for 21 fire damage.
Talent Block is ready to use.
Jorra Understone uses Block.
Emelotha the forest troll uses Mind Sear.
Emelotha the forest troll's mind surges with critical power!
Emelotha the forest troll hits Jorra Understone for 251 mind damage.
Emelotha the forest troll's mind surges with critical power!
Emelotha the forest troll converts some damage to Psi!
Bleeding from Crystaline Half (Jorra Understone) hits Emelotha the forest troll for 3 to psi, 3 physical (6 total damage).
Your summoned Crystaline Half (Jorra Understone) disappears.
Stone Half (Jorra Understone) is not stunned anymore.
Your summoned Stone Half (Jorra Understone) disappears.
Emelotha the forest troll casts Lightning.
Saving game...
