Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.3.0Donators/Buyers bonus! Midnight 1.3.1Adds 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. Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Arena to Infinite Dungeon 1.3.1Shoves you into the Infinite Dungeon after winning The Arena. It gives you a Transmog chest, and unlocks leveling, worry not. Randboss Rando 1.3.1Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Subrace Pack 1.3.1Adds in some random subraces. Power levels may vary. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Troll |
| Class | Berserker |
| Level / Exp | 12 / 4% |
| Size | big |
| Lifes / Deaths | Killed by Aeryta the cold drake hatchling at level 8 on the 22nd Dusk 122nd year of Ascendancy at 10:54 0 / 5Killed by Silythra the Guardian at level 9 on the 23rd Dusk 122nd year of Ascendancy at 06:13 Killed by Silythra the Guardian at level 9 on the 23rd Dusk 122nd year of Ascendancy at 06:26 Killed by fire wyrm at level 10 on the 28th Dusk 122nd year of Ascendancy at 07:33 Killed by Silatha the skeleton mage at level 12 on the 56th Haze 122nd year of Ascendancy at 00:15 |
| Antimagic | Follower |
Primary Stats
| Strength | 39 (base 36) |
| Dexterity | 11 (base 11) |
| Constitution | 30 (base 25) |
| Magic | 7 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -13/495 |
| Mana | 181/181 |
| Stamina | 78/140 |
| Healing Factor | 1 |
| Regeneration | 11.934111454415 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 5 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 22 |
| Crit Chance | 8% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.3333333333333 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18.1 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 30.19 (73.452380952381%) |
| Defense | 13.35 |
| Ranged Defense | 13.35 |
| Fatigue | 13 |
| Physical Save | 25.075 |
| Spell Save | 35.05 |
| Mental Save | 14.05 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Pinning Resistance | 26% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 27% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 104 and cleanse 1 wound and poison effect. Its effects scale with your Constitution 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. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 135 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Troll | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Reduces physical damage received by 17% and provides a 9% chance to ignore critial hits. Juggernaut |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| detrimental effect | On death will restore to the source up to 6 times the vim's worth. Bleak Outcome |
| beneficial effect | You gain 7% resistance against lightning. Resolve |
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Garetta the degenerated skeleton warrior. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 | [vs. Poruretta the pair of iron boots (0 def, 3 armour) (On feet)] Poruretta the pair of iron boots (0 def, 3 armour)[vs. Poruretta the pair of iron boots (0 def, 3 armour) (On feet)] Poruretta the pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: -2% (-) Effects on melee hit: * 30% chance to corrode armour Damage (Melee): 0(-30) item acid corrode Changes damage: +6%(-) acid Maximum encumbrance: +23 (-) Physical save: +6 (+3 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Greenfear (Light source)] Greenfear[vs. Greenfear (Light source)] Greenfear Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage (Melee): 0(-15) item nature slow Changes resistances penetration: +10%(-) acid Mental save: +6 (+6 eff.) (-) Light radius: +2 (-) See stealth: +5 (-) See invisible: +6 (-) 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 | [vs. hardened leather cap of knowledge (0 def, 3 armour) (On head)] hardened leather cap of knowledge (0 def, 3 armour)[vs. hardened leather cap of knowledge (0 def, 3 armour) (On head)] hardened leather cap of knowledge (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes stats: +2(-) Cun / +3(-) Wil Mindpower: +5 (+5 eff.) (-) A cap made of leather. |
| Tool | [vs. Emelurelaith [power 15] (4/20 cooldown) (Tool)] Emelurelaith [power 15] (4/20 cooldown)[vs. Emelurelaith [power 15] (4/20 cooldown) (Tool)] Emelurelaith [power 15] (4/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +4 (-) It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. Harerath the gold ring (On fingers)] Harerath the gold ring[vs. Harerath the gold ring (On fingers)] Harerath the gold ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage (Melee): 0(-30) item acid corrode Damage when hit (Melee): 8(-) acid Changes resistances: +27%(-) acid Changes damage: +12%(-) acid Rings can have magical properties. |
| Around waist | [vs. blurring rough leather belt of recklessness (Around waist)] blurring rough leather belt of recklessness[vs. blurring rough leather belt of recklessness (Around waist)] blurring rough leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% (-) Physical power: +4 (+1 eff.) (-) Defense: +10 (+10 eff.) (-) Critical mult.: +5.00% (-) Stealth bonus: +6 (-) A belt that goes around your waist. |
| In main hand | [vs. manaburning dwarven-steel greatsword of the leech (37-59.2 power, 2 apr) (In main hand)] manaburning dwarven-steel greatsword of the leech (37-59.2 power, 2 apr)[vs. manaburning dwarven-steel greatsword of the leech (37-59.2 power, 2 apr) (In main hand)] manaburning dwarven-steel greatsword of the leech (37-59.2 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) On weapon hit: * Slows global speed by 7% * 19 arcane resource burn * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 14(-) nature slow Massive two-handed swords. |
| On hands | [vs. iron gauntlets of butchering (0 def, 1 armour) (On hands)] iron gauntlets of butchering (0 def, 1 armour)[vs. iron gauntlets of butchering (0 def, 1 armour) (On hands)] iron gauntlets of butchering (0 def, 1 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+4 eff.) (-) Armour penetration: +6 (-) Physical power: +4 (+1 eff.) (-) Armour: +1 (-) Changes resistances: +6%(-) blight Spell save: +8 (+4 eff.) (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. Dourgrit (2 def, 6 armour) (Main armor)] Dourgrit (2 def, 6 armour)[vs. Dourgrit (2 def, 6 armour) (Main armor)] Dourgrit (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +2 (+2 eff.) (-) Fatigue: +14% (-) Effects on melee hit: * 20% chance to gain 10% of a turn Damage (Melee): 0(-20) item temporal energize Damage when hit (Melee): 4(-) darkness Changes resistances: +16%(-) lightning Changes damage: +3%(-) temporal A suit of armour made of mail. |
| Cloak | [vs. thick linen cloak of battle (1 def, 5 armour) (Cloak)] thick linen cloak of battle (1 def, 5 armour)[vs. thick linen cloak of battle (1 def, 5 armour) (Cloak)] thick linen cloak of battle (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% (-) Physical power: +2 (+1 eff.) (-) Armour: +5 (-) Defense: +1 (+1 eff.) (-) Fatigue: -2% (-) Changes resistances: +11%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. steel amulet 'Adaldawe' (Around neck)] steel amulet 'Adaldawe'[vs. steel amulet 'Adaldawe' (Around neck)] steel amulet 'Adaldawe' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1(-) Dex / +2(-) Wil Changes resistances: +10%(-) temporal Grants telepathy: Dragon Pinning immunity: +26% (-) Knockback immunity: +27% (-) Amulets can have magical properties. |
Inventory
[vs. Harerath the gold ring (On fingers)] Urtherak[vs. Harerath the gold ring (On fingers)] Urtherak Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage (Melee): 0(-30) item acid corrode Damage when hit (Melee): 4 blight / 0(-8) acid Changes resistances: +0%(-27%) acid Changes resistances penetration: +5% blight Changes damage: +0%(-12%) acid Blindness immunity: +20% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings can have magical properties. |
[vs. manaburning dwarven-steel greatsword of the leech (37-59.2 power, 2 apr) (In main hand)] steel mace (12.5-17.5 power, 3 apr)[vs. manaburning dwarven-steel greatsword of the leech (37-59.2 power, 2 apr) (In main hand)] This item will automatically be transmogrified when you leave the level. steel mace (12.5-17.5 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5(-24.5 - -41.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (+1) Physical crit. chance: +1.0% (-2.5%) Attack speed: 100% (-) On weapon hit: * 0 arcane resource burn (-19) * Slows global speed by 0% (-7%) - leeches stamina from the target When wielded/worn: Damage when hit (Melee): 0(-14) nature slow Blunt and deadly. |
[vs. Dourgrit (2 def, 6 armour) (Main armor)] Camochik (7 def, 0 armour)[vs. Dourgrit (2 def, 6 armour) (Main armor)] This item will automatically be transmogrified when you leave the level. Camochik (7 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +2 (+1 eff.) Armour: +0 (-6) Defense: +7 (+7 eff.) (+5 (+5 eff.)) Fatigue: +0% (-14%) Damage (Melee): 0(-20) item temporal energize Damage when hit (Melee): 0(-4) darkness Changes resistances: +15% light / +0%(-16%) lightning Changes damage: +10% light / +0%(-3%) temporal Critical mult.: +3.00% Mental save: +9 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Dourgrit (2 def, 6 armour) (Main armor)] Grinirek the dwarven-steel plate armour (5 def, 11 armour)[vs. Dourgrit (2 def, 6 armour) (Main armor)] This item will automatically be transmogrified when you leave the level. Grinirek the dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +4 (+1 eff.) Armour: +11 (+5) Defense: +5 (+5 eff.) (+3 (+3 eff.)) Fatigue: +24% (+10%) Damage (Melee): 0(-20) item temporal energize Damage when hit (Melee): 0(-4) darkness Changes resistances: +0%(-16%) lightning / +7% physical Changes damage: +0%(-3%) temporal Physical save: +10 (+5 eff.) Only die when reaching: -60.00 life A suit of armour made of metal plates. |
[vs. blurring rough leather belt of recklessness (Around waist)] blurring rough leather belt of unlife[vs. blurring rough leather belt of recklessness (Around waist)] blurring rough leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Defense: +8 (+8 eff.) (-2 (-2 eff.)) Changes resistances: +6% blight Critical mult.: +0.00% (-5.00%) Stealth bonus: +7 (+1) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. thick linen cloak of battle (1 def, 5 armour) (Cloak)] Armigas the cashmere cloak (2 def, 0 armour)[vs. thick linen cloak of battle (1 def, 5 armour) (Cloak)] This item will automatically be transmogrified when you leave the level. Armigas the cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-1.0%) Physical power: +0 (+0 eff.) (-2 (-1 eff.)) Armour: +0 (-5) Defense: +2 (+2 eff.) (+1 (+1 eff.)) Fatigue: +0% (+2%) Damage when hit (Melee): 4 blight / 4 acid Changes stats: +3 Cun / +1 Dex Changes resistances: +3% blight / +0%(-11%) cold Changes resistances penetration: +10% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Emelurelaith [power 15] (4/20 cooldown) (Tool)] Eye of the Dreaming One[vs. Emelurelaith [power 15] (4/20 cooldown) (Tool)] Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Armour: +0 (-4) Changes stats: +5 Wil Mental save: +10 (+8 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
[vs. Emelurelaith [power 15] (4/20 cooldown) (Tool)] Prox's Lucky Halfling Foot[vs. Emelurelaith [power 15] (4/20 cooldown) (Tool)] Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Giavanni the Troll Berserker level 11
53rd Haze 122nd year of Ascendancy at 14:03 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Giavanni the Troll Berserker level 11
44th Haze 122nd year of Ascendancy at 16:50 see stats
Level 10
Got a character to level 10.By Giavanni the Troll Berserker level 10
26th Dusk 122nd year of Ascendancy at 14:41 see stats
Log
Giavanni receives 29 healing.
Clay golem slows down.
Clay golem hits Giavanni for 4 physical damage.
Giavanni hits Clay golem for (4 resist armour), 0 acid, (2 resist armour), 0 darkness, (6 resist armour), 0 nature (0 total damage).
Giavanni uses Warshout.
Clay golem wanders around!.
Giavanni is invigorated by the attack!
Silatha the skeleton mage's light area effect hits Giavanni for 32 light damage.
Skeleton warrior hits Giavanni for 28 physical damage.
Giavanni hits Skeleton warrior for (4 resist armour), 0 acid, (2 resist armour), 0 darkness, (6 resist armour), 0 nature (0 total damage).
Giavanni is not stunned anymore.
Talent Fearless Cleave is ready to use.
Talent Stunning Blow is ready to use.
Talent Death Dance is ready to use.
Giavanni receives 29 healing.
Giavanni hits Skeleton warrior for (7 resist armour), 80 physical (80 total damage).
Clay golem is confused and fails to use Attack.
Giavanni killed Skeleton warrior!
Giavanni is invigorated by the attack!
Silatha the skeleton mage's light area effect hits Giavanni for 32 light damage.
Giavanni has finished recovering.
Emelenn the skeleton mage casts Jolt of Fate.
Giavanni is invigorated by the attack!
Emelenn the skeleton mage hits Giavanni for 65 lightning damage.
Giavanni wears (replacing Eye of the Dreaming One): Emelurelaith [power 15] (20 cooldown).
Clay golem is confused and fails to use Attack.
Saving game...
