Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
Addons | Opt-in Adventurers Parties 1.0.5Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. No Race-based Exp Penalties 1.0.4Removes all race-based exp penalties from the game. (Does not affect yeeks' bonus.) Could possibly cause issues with other addons which modify existing races. Please let me know should any issues arise. Midnight 1.0.4Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Infinite500: Revised high level play for ToME v2.0a 1.0.5Version 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. More Taints 1.0.5Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Merchant Rerolls 1.0.4This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Items Vault 1.0.1Donators/Buyers bonus! The lost city of Vulcus (1.0) 1.0.5The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Turtle race 1.0.5This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 23 / 53% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 3 on the 76th Pyre 122nd year of Ascendancy at 20:53 1 / 4Killed by thief at level 7 on the 7th Mirth 122nd year of Ascendancy at 04:12 Killed by Snap the Mega Turtle at level 11 on the 62nd Dusk 122nd year of Ascendancy at 16:09 Killed by mega turtle at level 16 on the 64th Dusk 122nd year of Ascendancy at 07:09 |
Primary Stats
Strength | 163 (base 53) |
Dexterity | 29 (base 12) |
Constitution | 106 (base 43) |
Magic | 17 (base 10) |
Willpower | 35 (base 10) |
Cunning | 45 (base 10) |
Resources
Life | 1518/1518 |
Stamina | 208/208 |
Equilibrium | 0 |
Healing Factor | 1.74 |
Regeneration | 43.5 |
Speed
Mental | +20% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 8 |
See Stealth | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 296 |
Accuracy | 62 |
Crit Chance | 62% |
APR | 22 |
Speed | 0.83 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 26 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 38.25 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Temporal | +3% |
Blight | +12% |
Physical | +31% |
Mind | +3% |
Nature | +15% |
Offense: Damage Penetration
Darkness | +5% |
Temporal | +5% |
Physical | +30% |
Acid | +10% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 102.56326160819 (97.241379310345%) |
Defense | 57.96747432685 |
Ranged Defense | 61.475605745137 |
Fatigue | 0 |
Physical Save | 77.7875 |
Spell Save | 35.6 |
Mental Save | 47 |
Defense: Resistances
Acid | + 64%( 70%) |
Blight | + 69%( 70%) |
Physical | + 27%( 70%) |
Cold | + 34%( 70%) |
All | + 15%( 70%) |
Lightning | + 23%( 70%) |
Light | + 25%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 59%( 70%) |
Darkness | + 53%( 70%) |
Fire | + 46%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Stun Resistance | 67% |
Confusion Resistance | 100% |
Pinning Resistance | 10% |
Disarm Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 57% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 32% for 6 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 7 turns. Also while Heroism is active, you will only die when reaching -693 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 935 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Shield Wall |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Turtlemire. Ancient Turtle CaveIt looks extremely dangerous, however - beware. You have slain Rex. His staff will be of great use. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Spin Fate (+1 level(s)). | 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | War Traveler (25 def, 5 armour) War Traveler (25 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 Fatigue: -6% Changes stats: +6 Cun / +6 Con Damage when the wearer hits(melee): 10 temporal Damage when the wearer is hit: 8 darkness / 8 temporal Changes resistances penetration: +5% darkness / +5% temporal Changes damage: +3% temporal Maximum encumbrance: +50 Physical save: +40 Mental save: +25 Life regen: +5.50 Healing mod.: +30% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 28% chance to completely evade them and granting you 18 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Steadfast (0 def, 13 armour) Steadfast (0 def, 13 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +13 Physical power: +18 Armour: +13 Changes stats: +7 Cun / +5 Str Damage when the wearer hits(melee): 14 physical / 35 mind / 40 darkness Changes resistances: +15% darkness / +9% mind Changes resistances penetration: +5% lightning Changes damage: +10% physical Critical mult.: +15.00% Mental save: -7 Mindpower: +10 Infravision radius: +3 It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
On head | stabilizing linen wizard hat of the sentry (1 def, 0 armour) stabilizing linen wizard hat of the sentry (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil Physical save: +6 Infravision radius: +5 See stealth: +5 See invisible: +6 It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 23%, and attempts to push all creatures other then yourself out of its radius, inflicting 4.64 light damage and 4.64 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | Toruhor the Sepsisfury [power 111] (20 cooldown) Toruhor the Sepsisfury [power 111] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% light Changes damage: +12% nature Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast Spell save: +15 Pinning immunity: +10% Resist all after a teleport: +2% It can be used to setup a psionic shield, reducing all fire and cold damage by 111 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | Beast of the Rock Beast of the RockPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Physical power: +23 Changes stats: +20 Str / +11 Dex / +7 Mag / +8 Wil / +9 Cun / +11 Con Damage when the wearer is hit: 12 blight Changes resistances: +1% physical Changes resistances penetration: +10% physical Spellpower: +15 Healing mod.: +15% Rings can have magical properties. |
On fingers | Rock of the Beast Rock of the BeastCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +28 Changes stats: +20 Str / +19 Con Damage when the wearer hits(melee): 4 mind / 4 blight Damage when the wearer is hit: 4 mind Changes resistances: +6% blight Changes damage: +3% mind / +12% blight Physical save: +18 Spell save: +18 Mental save: +32 Confusion immunity: +50% Rings can have magical properties. |
Around waist | Cord of Champions Cord of ChampionsInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Defense: +23 Changes stats: +5 Cun / +6 Dex Changes resistances: +10% fire / +13% cold / +9% lightning / +19% acid / +3% temporal Changes resistances penetration: +20% physical Changes damage: +21% physical Stealth bonus: +15 Disarm immunity: +15% Confusion immunity: +10% Stun/Freeze immunity: +10% Mental crit. chance: +5% Resist all after a teleport: +6% A belt that goes around your waist. |
In main hand | Bombahawk (70-98 power, 6 apr) Bombahawk (70-98 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 70.0 - 98.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +8 acid When wielded/worn: Armour penetration: +15 Physical crit. chance: +30.0% Physical power: +15 Changes resistances: +12% darkness / +9% acid Changes resistances penetration: +10% acid Critical mult.: +20.00% One-handed war axes. |
Main armor | Power Armor Mk V (9 def, 36 armour) Power Armor Mk V (9 def, 36 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +9 Fatigue: +26% Changes stats: +19 Str / +2 Wil / +2 Cun / +21 Con Changes resistances: +9% cold / +9% darkness / +6% light Mental save: +3 Maximum life: +300.00 Mindpower: +4 A suit of armour made of metal plates. |
In off hand | Wall of Troy (12 def, 3 armour, 68 dam, 205 block) Wall of Troy (12 def, 3 armour, 68 dam, 205 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.0 - 81.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +5.0% Block value: +205 Damage when this weapon hits: +40 nature / +50 insidious poison / +20 dreamforge Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +4 darkness / +8 blight When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +7 Wil Damage when the wearer is hit: 23 nature / 20 dreamforge Changes resistances: +20% fire / +30% acid / +32% nature / +37% blight / +18% mind Talent granted: +5 Block Psi when hit: +2.60 Maximum life: +220.00 Handheld deflection devices |
Cloak | Narcotic Shroud (15 def, 0 armour) Narcotic Shroud (15 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +2 Armour penetration: +1 Physical power: +4 Defense: +15 Changes stats: +6 Str / +6 Wil / +6 Cun / +6 Con Changes resistances: +6% fire / +19% nature / +20% blight Physical save: +27 Life regen: +2.60 Maximum life: +121.00 Maximum stamina: +10.00 Mental crit. chance: +7% Healing mod.: +29% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Traveler's Star Traveler's StarInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +16 Damage when the wearer hits(melee): 4 physical Damage when the wearer is hit: 12 physical Changes resistances: +13% physical / +25% mind / +9% darkness Changes damage: +3% nature / +20% physical Physical save: +6 Confusion immunity: +48% Life regen: +0.40 Stamina each turn: +2.00 Combat speed: +20% Amulets can have magical properties. |
Inventory
phase door rune (range 5; power 16; dur 3) phase door rune (range 5; power 16; dur 3)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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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. |
teleportation rune (range 79) teleportation rune (range 79)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Gloomtickler the voratun ring Gloomtickler the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 Physical power: +13 Changes stats: +7 Str / +9 Dex / +7 Cun / +8 Con Damage when the wearer hits(melee): 2 darkness Changes resistances: +15% acid Changes resistances penetration: +5% darkness / +10% acid Changes damage: +9% darkness Blindness immunity: +41% See stealth: +20 See invisible: +10 Rings can have magical properties. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Str, 70% Dex Damage type: Temporal darkness Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Quantum Spike (10% chance level 1). When this weapon hits: Temporal Clone (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
222 alchemist agate 222 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 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. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By Raging Bull the Cornac Bulwark level 8
6th Flare 122nd year of Ascendancy at 02:37 see stats
By Raging Bull the Cornac Bulwark level 10
61st Dusk 122nd year of Ascendancy at 13:04 see stats
By Raging Bull the Cornac Bulwark level 20
65th Dusk 122nd year of Ascendancy at 08:13 see stats
By Raging Bull the Cornac Bulwark level 8
7th Mirth 122nd year of Ascendancy at 09:35 see stats
By Raging Bull the Cornac Bulwark level 8
24th Dusk 122nd year of Ascendancy at 23:03 see stats
By Raging Bull the Cornac Bulwark level 19
65th Dusk 122nd year of Ascendancy at 08:13 see stats
By Raging Bull the Cornac Bulwark level 8
33rd Dusk 122nd year of Ascendancy at 09:27 see stats
By Raging Bull the Cornac Bulwark level 8
36th Dusk 122nd year of Ascendancy at 05:33 see stats
By Raging Bull the Cornac Bulwark level 8
6th Flare 122nd year of Ascendancy at 02:37 see stats
By Raging Bull the Cornac Bulwark level 8
6th Flare 122nd year of Ascendancy at 02:37 see stats