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. 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 | 16 / 30% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 86 (base 43) |
Dexterity | 21 (base 12) |
Constitution | 16 (base 16) |
Magic | 26 (base 26) |
Willpower | 16 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | 404/404 |
Positive | 0/75 |
Stamina | 130/130 |
Healing Factor | 1.65 |
Regeneration | 27.225 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
Offense: Mainhand
Damage | 112 |
Accuracy | 50 |
Crit Chance | 10% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 26 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Physical | -15% |
Light | +14% |
All | 0% |
Defense: Base
Armour (hardiness) | 77.656489784208 (100%) |
Defense | 28.97537015557 |
Ranged Defense | 32.97537015557 |
Fatigue | 0 |
Physical Save | 34.994207933176 |
Spell Save | 16.525 |
Mental Save | 14.625 |
Defense: Resistances
Darkness | + 18%( 70%) |
Acid | + 15%( 70%) |
Light | + 36%( 70%) |
Nature | + 38%( 70%) |
Blight | + 20%( 70%) |
Physical | + 8%( 70%) |
Cold | + 38%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 57% |
Confusion Resistance | 22% |
Pinning Resistance | 24% |
Disarm Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 77% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 22 with a minimum range of 15. |
Taints | Effective talent level: 1.0 Taint: InversionUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Wrap twisted threads of time around you for 6 turns. You gain 60% damage affinity all and 30% of all damage you do is converted into healing. Scales with Taintmarks. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Shield Wall |
talent | Chant of Fortress |
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 successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Charm Mastery (+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 |
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 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 |
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 |
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 within6 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 | miner's pair of iron boots of uncanny dodging (2 def, 7 armour) miner's pair of iron boots of uncanny dodging (2 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +2 Ranged Defense: +2 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | bladed iron helm of trickery (0 def, 3 armour) bladed iron helm of trickery (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Dex / +2 Cun Damage when the wearer is hit: 5 physical It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 212.79 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | radiant iron gauntlets of dexterity (+3) (0 def, 1 armour) radiant iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +3 Dex Damage when the wearer hits(melee): 5 light Changes resistances: +6% light Changes damage: +4% light Metal gloves protecting the hands up to the middle of the lower arm. |
On fingers | Skytitan SkytitanInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer is hit: 12 mind Changes damage: +6% lightning Mental save: +5 Confusion immunity: +22% Rings can have magical properties. |
On fingers | copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +14 confusion When wielded/worn: Accuracy: +12 An oddly twisted club with a hefty weight on the end. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | reinforced steel shield of acid resistance (+15%) (6 def, 7 armour, 17 dam, 65.5 block) reinforced steel shield of acid resistance (+15%) (6 def, 7 armour, 17 dam, 65.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.0 - 20.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.0% Block value: +66 When wielded/worn: Armour: +7 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +15% acid Talent granted: +2 Block Handheld deflection devices |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 45 power out of 50/50) : Effective talent level: 1.2 Power cost: 45 out of 50/50. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 51.63 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | Thalore-Wood Cuirass (4 def, 10 armour) Thalore-Wood Cuirass (4 def, 10 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
McNasty's Wedding Band McNasty's Wedding BandCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Defense: +60 Changes stats: +9 Dex / +8 Wil / +30 Cun Damage when the wearer hits(melee): 40 bleed / 20 gloom / 8 blight Damage when the wearer is hit: 4 blight / 20 light Changes resistances penetration: +5% blight Changes damage: +3% darkness / +6% blight Mental save: +16 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 34%. Rings can have magical properties. |
Oozetrial the voratun ring Oozetrial the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Physical power: +15 Changes stats: +5 Cun / +10 Dex Damage when the wearer hits(melee): 8 nature Damage when the wearer is hit: 8 nature Changes resistances: +9% cold / +3% lightning / +3% nature / +9% blight / +3% temporal Changes resistances penetration: +13% physical Disarm immunity: +46% Pinning immunity: +50% Knockback immunity: +47% Maximum life: +50.00 Spellpower: +14 Mindpower: +14 It can be used to activate talent Greater Weapon Focus, placing all other charms into a 18 cooldown : Effective talent level: 5.2 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 30% chance to deal another, similar, blow for 10 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
voratun ring 'Eilinata' voratun ring 'Eilinata'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Armour penetration: +14 Defense: +17 Changes stats: +9 Cun Damage when the wearer hits(melee): 6 arcane / 16 gloom / 40 bleed Damage when the wearer is hit: 4 arcane / 12 acid Changes resistances: +20% mind / +3% blight Changes resistances penetration: +5% arcane / +5% blight Changes damage: +20% mind Stun/Freeze immunity: +50% Life regen: +4.80 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Disengage, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring 'Umbrareeve' voratun ring 'Umbrareeve'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +34 Changes stats: +11 Cun Damage when the wearer hits(melee): 20 gloom / 35 bleed Changes resistances: +6% mind Changes resistances penetration: +15% physical / +10% darkness Physical save: +18 Spell save: +18 Mental save: +18 Psi each turn: +0.70 Psi when hit: +0.04 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Mindpower: +4 Life regen bonus (wilder-summons): +2.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 34%. Rings can have magical properties. |
Chargestreaker (58-81.2 power, 6 apr) Chargestreaker (58-81.2 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +8 mind / +15 darkness / +4 acid blind Damage conversion: 30% mind / 10% acid Damage against: +30% Humanoid When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +15 Changes stats: +7 Con Damage when the wearer hits(melee): 4 acid Damage when the wearer is hit: 12 acid Changes resistances: +6% mind Changes resistances penetration: +10% lightning / +10% physical Critical mult.: +20.00% Disarm immunity: +33% Sharp, long, and deadly. |
Frozen Love (55-77 power, 6 apr) Frozen Love (55-77 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 55.0 - 77.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 40% ice When wielded/worn: Accuracy: +15 Armour penetration: +12 Armour: +14 Defense: +15 Changes stats: +3 Str / +1 Mag / +1 Wil Changes resistances penetration: +15% physical / +13% cold Changes damage: +13% physical Grants telepathy: Humanoid/Orc Infravision radius: +1 See invisible: +9 Sharp, long, and deadly. |
Glorita (41-57.4 power, 6 apr) Glorita (41-57.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +36 mind / +20 nature / +20 temporal When wielded/worn: Accuracy: +14 Changes stats: +7 Str Changes resistances: +5% arcane / +3% fire Changes damage: +15% physical Blindness immunity: +10% Cut immunity: +5% Stun/Freeze immunity: +10% Knockback immunity: +15% Stamina when hit: +1.00 It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, long, and deadly. |
Greased Lightning (42.5-59.5 power, 6 apr) Greased Lightning (42.5-59.5 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage conversion: 10% lightning When wielded/worn: Accuracy: +40 Physical crit. chance: +13.0% Defense: +15 Changes stats: +13 Str Changes resistances: +9% lightning Changes resistances penetration: +20% lightning / +10% blight Changes damage: +30% physical Stamina when hit: +3.90 Sharp, long, and deadly. |
Hanotohell (41.5-58.1 power, 6 apr) Hanotohell (41.5-58.1 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 80% Damage when this weapon hits: +20 mind Damage conversion: 50% mind When wielded/worn: Accuracy: +44 Defense: +19 Changes stats: +14 Dex / +6 Wil Changes resistances: +3% physical / +12% acid Spell save: +6 Silence immunity: +25% Sharp, long, and deadly. |
Twisted Firestarter (57.5-80.5 power, 6 apr) Twisted Firestarter (57.5-80.5 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 57.5 - 80.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage when this weapon hits: +16 nature Damage conversion: 20% fire When wielded/worn: Accuracy: +14 Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +14 Defense: +15 Damage when the wearer hits(melee): 6 nature Damage when the wearer is hit: 8 fire Changes resistances: +9% fire Changes resistances penetration: +15% physical Changes damage: +15% physical / +9% fire Sharp, long, and deadly. |
Unlightwilder the voratun longsword (42.5-59.5 power, 6 apr) Unlightwilder the voratun longsword (42.5-59.5 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +8 darkness / +60 insidious poison Burst (radius 1) on hit: +12 darkness Damage conversion: 48% nature When wielded/worn: Physical crit. chance: +14.0% Changes stats: +7 Cun / +6 Wil Changes resistances: +3% darkness / +10% all Changes resistances penetration: +14% nature / +5% darkness Changes damage: +3% darkness Allows you to breathe in: water Mindpower: +15 Sharp, long, and deadly. |
spiritwalker's rough leather belt spiritwalker's rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.10 Maximum mana: +22.00 A belt that goes around your waist. |
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 45 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. |
pair of voratun boots 'Chargewend' (0 def, 5 armour) pair of voratun boots 'Chargewend' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Physical power: +6 Armour: +5 Fatigue: +4% Changes stats: +4 Dex / +9 Cun / +6 Con Damage when the wearer is hit: 8 mind / 12 lightning Changes resistances: +12% lightning Changes resistances penetration: +25% temporal Changes damage: +9% lightning Physical save: +23 Mental save: +16 Movement speed: +20% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
voratun gauntlets 'Islolranne' (0 def, 3 armour) voratun gauntlets 'Islolranne' (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +50 Armour penetration: +10 Armour: +3 Changes stats: +9 Dex / +1 Wil / +9 Cun Damage when the wearer hits(melee): 4 arcane / 14 temporal Changes resistances: +14% darkness / +10% temporal Changes damage: +11% temporal Grants telepathy: Demon/Minor Demon/Major Mental save: +6 Psi when firing a critical mind attack: +2.00 Hate per kill: +1.00 Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Flamelady the voratun shield (12 def, 3 armour, 81.5 dam, 191 block) Flamelady the voratun shield (12 def, 3 armour, 81.5 dam, 191 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 81.5 - 97.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +9.0% Block value: +191 Damage when this weapon hits: +20 cold Damage against: +5% Undead When wielded/worn: Physical crit. chance: +8.0% Physical power: +9 Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +4 Wil Damage when the wearer is hit: 12 acid / 20 cold Changes resistances: +18% cold / +27% lightning / +30% acid Changes resistances penetration: +5% acid Changes damage: +6% fire Talent granted: +5 Block Critical mult.: +10.00% Handheld deflection devices |
Wall of Troy (12 def, 35 armour, 67 dam, 487.5 block) Wall of Troy (12 def, 35 armour, 67 dam, 487.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +5.0% Block value: +488 Damage when this weapon hits: +19 acid Damage against: +10% Spiderkin When wielded/worn: Armour penetration: +4 Armour: +35 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +2 Str / +10 Con Damage when the wearer is hit: 20 acid Changes resistances: +6% fire / +20% acid Changes resistances penetration: +10% physical Talent granted: +5 Block Physical save: +15 Confusion immunity: +10% New effects duration reduction after a teleport: +30% Handheld deflection devices |
voratun shield 'Fogsmasher' (12 def, 12 armour, 68.5 dam, 329 block) voratun shield 'Fogsmasher' (12 def, 12 armour, 68.5 dam, 329 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: 68.5 - 82.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +5.0% Block value: +329 Damage when this weapon hits: +32 darkness / +18 dreamforge Damage conversion: 40% darkness When wielded/worn: Armour: +12 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +7 Wil / +7 Con Damage when the wearer hits(melee): 4 acid Damage when the wearer is hit: 12 darkness / 20 dreamforge Changes resistances: +17% mind / +9% acid / +38% fire / +20% temporal Talent granted: +5 Block Physical save: +15 Psi when hit: +3.00 Handheld deflection devices |
voratun shield 'Strikeparry' (12 def, 14 armour, 60 dam, 309.5 block) voratun shield 'Strikeparry' (12 def, 14 armour, 60 dam, 309.5 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: 60.0 - 72.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +5.0% Block value: +310 Damage when this weapon hits: +8 mind / +40 dreamforge Damage conversion: 10% acid When wielded/worn: Armour: +14 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +14 Wil Damage when the wearer hits(melee): 2 lightning Damage when the wearer is hit: 4 lightning / 40 dreamforge Changes resistances: +40% fire / +6% lightning / +20% nature / +20% blight / +40% mind Changes resistances penetration: +10% acid Changes damage: +12% lightning Talent granted: +5 Block Psi when hit: +6.00 Hate when firing a critical mind attack: +1.00 Handheld deflection devices |
6 agate 6 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. |
3 aquamarine 3 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. |
2 topaz 2 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. |
miner's iron pickaxe (dig speed 19 turns) miner's iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 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. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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. |
3 ametrine 3 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. |
7 citrine 7 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. |
4 zircon 4 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 Gold Lion the Cornac Bulwark level 14
49th Dusk 122nd year of Ascendancy at 11:28 see stats
By Gold Lion the Cornac Bulwark level 16
63rd Dusk 122nd year of Ascendancy at 05:13 see stats
By Gold Lion the Cornac Bulwark level 16
60th Dusk 122nd year of Ascendancy at 08:53 see stats
By Gold Lion the Cornac Bulwark level 10
2nd Summertide 122nd year of Ascendancy at 20:54 see stats
By Gold Lion the Cornac Bulwark level 10
2nd Dusk 122nd year of Ascendancy at 07:15 see stats
By Gold Lion the Cornac Bulwark level 7
78th Pyre 122nd year of Ascendancy at 10:47 see stats
By Gold Lion the Cornac Bulwark level 9
8th Mirth 122nd year of Ascendancy at 06:56 see stats
By Gold Lion the Cornac Bulwark level 16
60th Dusk 122nd year of Ascendancy at 08:53 see stats
By Gold Lion the Cornac Bulwark level 16
60th Dusk 122nd year of Ascendancy at 08:53 see stats
Log
Quest 'The beast within' is done! (Press 'j' to see the quest log)
Option unlocked: New Class: Cursed (Afflicted)
New Achievement: Curse Lifter!
Quest 'The beast within' completed! (Press 'j' to see the quest log)
You are unable to move!
Talent Overpower is ready to use.
You are unable to move!
Gold Lion is no longer dominated.
Talent Dig is ready to use.
Gold Lion no longer has a cursed wound.
Gold Lion picks up (e.): Gilugas the steel battleaxe (20-30 power, 2 apr).
Gold Lion picks up (n.): shimmering woollen robe of the mountain (+11%) (0 def, 0 armour).
Gold Lion picks up (c.): copper ring of clarity.
There is an exit to the worldmap here (press '' or right click to use).
You gain 1.53 gold from the transmogrification of shimmering woollen robe of the mountain (+11%) (0 def, 0 armour).
You gain 8.25 gold from the transmogrification of Gilugas the steel battleaxe (20-30 power, 2 apr).
You gain 0.98 gold from the transmogrification of copper ring of clarity.
There is a Small lumberjack village here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.