Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. QuickTome: Improved Recall 1.3.1Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Nur Kit 1.3.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. 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:
Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. 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. 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. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Assassin 1.3.3Reworks the Rogue class. 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. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Protos race 0.2 1.3.5Protos race. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: magebow class v18 1.3.1Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Tier 5 starting weapons 1.3.1Start with tier 5 weapons (no egos) Following classes are not affected by this addon: - Ashes of Urh'Rok classes and Stone warden - other addon classes - adventurer Note: stat requirements are not removed. You may need 'QuickTome: Remove Stat Requirements' to equip tier 5 weapons. 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 The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Dark Faerie |
Class | Arcanist |
Level / Exp | 73 / 28% |
Size | tiny |
Lifes / Deaths | Killed by Desmond at level 59 on the 76th Pyre 122nd year of Ascendancy at 01:52 6 / 1 |
Primary Stats
Strength | 103 (base 57) |
Dexterity | 84 (base 57) |
Constitution | 59 (base 57) |
Magic | 75 (base 57) |
Willpower | 64 (base 57) |
Cunning | 70 (base 57) |
Resources
Life | 41183/41183 |
Mana | 1749/1749 |
Psi_feedback | 0/1080 |
Healing Factor | 1 |
Regeneration | 144.25 |
Speed
Mental | +447.39074282046% |
Attack | +200% |
Movement | +360% |
Spell | +694.78148564091% |
Global | +460% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 8 |
See Stealth | 74.304616707974 |
See Invisible | 117.11979450277 |
ESP Range | 10 |
ESP Kinds | dragon, animal/canine |
Offense: Mainhand
Damage | 96 |
Accuracy | 97 |
Crit Chance | 49% |
APR | 207 |
Speed | 0.18 |
Offense: Spell
Spellpower | 131.11156264026 |
Crit Chance | 84% |
Speed | 0.12582074671677 |
Cooldown Reduction | 170.4 |
Offense: Mind
Mindpower | 97.76 |
Crit Chance | 45% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +465% |
Defense: Base
Armour (hardiness) | 220 (100%) |
Defense | 103.39444444444 |
Ranged Defense | 103.39444444444 |
Fatigue | 0 |
Physical Save | 228.73125398254 |
Spell Save | 355.37361376614 |
Mental Save | 228.41458731587 |
Defense: Resistances
All | +144%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Disarm Resistance | 22% |
Poison Resistance | 56% |
Knockback Resistance | 100% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -7 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 150 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: -17 Travel Speed: instantaneous Usage Speed: Spell (13% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Nightfall | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Temporal | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 12.10 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / High magic | 32.10 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Distort | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Power | 43.30 |
| 6/5 |
| 2/5 |
| 6/5 |
| 6/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Force | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Race / Dark-faerie | 16.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Force Balance |
talent | Time Lash |
talent | Arcane Power |
talent | Spellcraft |
talent | Quicken Spells |
talent | Shielding |
talent | Keen Senses |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +495% Combat Speed: +247% All Damage: +465% |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
Escort the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest) | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed black mamba head. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +10 Dex / +10 Mag Changes resistances: +12% blight / +12% darkness Changes resistances cap: +6% blight / +6% darkness Spellpower: +30 (+4 eff.) Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
On head | bladed rough leather cap of the bounder (0 def, 1 armour) bladed rough leather cap of the bounder (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +9 Str / +6 Dex It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 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 4346.9 Physical damage. If the attack hits, the target is confused (44% effect) 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 cap made of leather. |
On fingers | copper ring of corrosion (+22%) copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
On fingers | treant's stralite ring of misery treant's stralite ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +6 Cun Changes resistances: +13% nature / +13% blight Poison immunity: +25% Disease immunity: +26% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Around waist | Bethoth the Glaremight Bethoth the GlaremightPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to blind Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +6% light Changes resistances penetration: +20% light Changes damage: +3% lightning Reduced damage from: +18% Summoned Trap disarming bonus: +8 Stealth bonus: +7 Maximum encumbrance: +25 Mental save: +7 (+1 eff.) Spellpower: +4 (+1 eff.) Light radius: +2 Infravision radius: +4 A belt that goes around your waist. |
In main hand | Daguhir (30-36 power, 6 apr, fire element) Daguhir (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 mind When wielded/worn: Armour: +24 Defense: +35 (+6 eff.) Effects on melee hit: * 18% chance to disease * 18% chance to blind Changes stats: +4 Dex / +3 Con Maximum wards: +3 mind / +3 fire Changes damage: +3% mind / +30% fire Grants telepathy: Dragon Talents granted: +9 Ward +1 Command Staff Reduces incoming crit damage: 5.00% Mana each turn: +0.79 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +200.00 Maximum vim: +50.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +20% Light radius: +8 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.6 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 1457.83 light damage. Staves designed for wielders of magic, by the greats of the art. |
On hands | steady rough leather gloves (0 def, 1 armour) steady rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Physical save: +6 (+0 eff.) Mental save: +5 (+0 eff.) Disarm immunity: +22% When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Phoenixpower the elven-silk robe (12 def, 0 armour) Phoenixpower the elven-silk robe (12 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +5 Mag / +7 Wil / +6 Con Changes resistances: +22% nature / +6% fire Changes resistances penetration: +5% mind / +10% fire Changes damage: +9% mind / +23% nature / +6% arcane Poison immunity: +31% Disease immunity: +44% Mana each turn: +0.20 Psi each turn: +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak of the voidstalker (1 def, 0 armour) linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +11% darkness / +12% temporal Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 7 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Voltaic Pendant Voltaic PendantPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 19 power out of 50/50) : Effective talent level: 1.0 Power cost: 19 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 468.73 to 1406.18 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion (rad 10; power 22; turns 3; dispells darkness)sun infusion (rad 10; power 22; turns 3; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
elm starstaff (10-12 power, 2 apr, darkness element) elm starstaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of channeling (15-18 power, 3 apr, darkness element) ash starstaff of channeling (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Mana each turn: +0.18 Spellpower: +18 (+3 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 19 turns. Staves designed for wielders of magic, by the greats of the art. |
Ulfumas the voratun greatmaul (81.5-122.25 power, 7 apr) Ulfumas the voratun greatmaul (81.5-122.25 power, 7 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 81.5 - 122.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +27 nature / +28 temporal When wielded/worn: Armour penetration: +20 Physical crit. chance: +83.0% Physical power: +21 (+4 eff.) Fatigue: -4% Changes stats: +1 Dex Changes resistances penetration: +17% physical Changes damage: +16% physical Reduces incoming crit damage: 16.00% Maximum encumbrance: +10 Stamina each turn: +0.20 Maximum hate: +6.00 Maximum psi: +10.00 Healing mod.: +5% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. thunderous voratun dagger of massacre (48.5-63.05 power, 9 apr)thunderous voratun dagger of massacre (48.5-63.05 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 28% chance to daze When wielded/worn: Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +12% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. honing vined mindstar of balance (5-5.5 power, 18 apr, nature damage)honing vined mindstar of balance (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +6% physical Changes resistances penetration: +5% physical Changes damage: +6% physical Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Equilibrium when hit: +0.90 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. harmonious thorny mindstar of storms (9-9.9 power, 24 apr, nature damage)harmonious thorny mindstar of storms (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural lightning should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +10% lightning / +7% nature Changes resistances penetration: +13% lightning / +7% nature Changes damage: +12% lightning / +7% nature Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +1.70 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar of venom (12.5-13.75 power, 32 apr, nature damage)pulsing mindstar of venom (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 acid Changes resistances: +16% acid Changes resistances penetration: +17% acid Changes damage: +17% acid Life regen: +1.70 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. corrosive steel shield (6 def, 2 armour, 39.5 block)corrosive steel shield (6 def, 2 armour, 39.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Effects when hit in melee: * 14% chance to corrode armour Changes stats: +3 Con Changes resistances: +14% acid Talent granted: +2 Block Handheld deflection devices. |
linen robe (2 def, 0 armour) linen robe (2 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of the mountain (+11%) (2 def, 0 armour) linen robe of the mountain (+11%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +11% physical Changes damage: +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tranquil woollen robe of the mind (+14%) (27 def, 0 armour)tranquil woollen robe of the mind (+14%) (27 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +27 (+4 eff.) Changes stats: +6 Wil Changes resistances: +14% mind Changes damage: +14% mind Mental save: +23 (+2 eff.) Healing mod.: +18% Chance to avoid any damage: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. sunsealed elven-silk robe (20 def, 8 armour)sunsealed elven-silk robe (20 def, 8 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+3 eff.) Changes stats: +7 Mag Changes resistances: +12% light / +13% darkness Changes damage: +20% light Maximum life: +57.00 Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of acid resistance (2 def, 4 armour)spiked cured leather armour of acid resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 14 physical Changes resistances: +21% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Sootwolf (31 def, 14 armour)Sootwolf (31 def, 14 armour) Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +31 (+5 eff.) Ranged Defense: +14 (+2 eff.) Fatigue: +8% Damage (Melee): 20 acid / 20 fire Damage when hit (Melee): 27 acid / 12 temporal / 12 light / 12 lightning / 27 fire / 12 cold / 8 darkness Changes stats: +5 Dex / +5 Cun / +5 Wil Changes resistances: +36% acid / +9% temporal / +26% darkness / +26% blight / +39% fire / +11% cold / +37% lightning Changes resistances penetration: +30% darkness Changes damage: +6% temporal / +9% fire Mental save: +19 (+2 eff.) Life regen: +10.20 Stamina each turn: +2.10 Maximum life: +88.00 Light radius: +2 Movement speed: +20% Healing mod.: +25% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel plate armour of natural resilience (4 def, 9 armour)steel plate armour of natural resilience (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +14% nature / +14% blight Reduced damage from: +9% Unnatural A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Salymira the pair of drakeskin leather boots (0 def, 5 armour)Salymira the pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +8 Dex / +7 Mag / +1 Wil / +5 Cun / +6 Con / +15 Lck Changes resistances: +5% arcane Stealth bonus: +14 Maximum encumbrance: +39 Physical save: +65 (+5 eff.) Spell save: +36 (+2 eff.) Mental save: +49 (+4 eff.) Stamina each turn: +0.70 Mana when firing critical spell: +3.00 Maximum stamina: +40.00 Maximum vim: +20.00 Lowers spell cool-downs by: 10% A pair of boots made of leather. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
brass lantern 'Elotta' brass lantern 'Elotta'Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Mental save: +6 (+0 eff.) Blindness immunity: +5% Cut immunity: +10% Confusion immunity: +15% Teleport immunity: +10% Maximum life: +42.00 Light radius: +2 See stealth: +7 See invisible: +7 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. |
This item will automatically be transmogrified when you leave the level. Rungof's FangRungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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 (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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
By Desmond the Dark Faerie Arcanist level 9
75th Pyre 122nd year of Ascendancy at 02:37 see stats
By Desmond the Dark Faerie Arcanist level 10
75th Pyre 122nd year of Ascendancy at 03:24 see stats
By Desmond the Dark Faerie Arcanist level 20
75th Pyre 122nd year of Ascendancy at 17:01 see stats
By Desmond the Dark Faerie Arcanist level 30
75th Pyre 122nd year of Ascendancy at 23:12 see stats
By Desmond the Dark Faerie Arcanist level 40
75th Pyre 122nd year of Ascendancy at 23:25 see stats
By Desmond the Dark Faerie Arcanist level 50
75th Pyre 122nd year of Ascendancy at 23:30 see stats
By Desmond the Dark Faerie Arcanist level 17
75th Pyre 122nd year of Ascendancy at 16:50 see stats
By Desmond the Dark Faerie Arcanist level 13
75th Pyre 122nd year of Ascendancy at 09:33 see stats
By Desmond the Dark Faerie Arcanist level 7
74th Pyre 122nd year of Ascendancy at 19:12 see stats
By Desmond the Dark Faerie Arcanist level 13
75th Pyre 122nd year of Ascendancy at 09:33 see stats
By Desmond the Dark Faerie Arcanist level 4
74th Pyre 122nd year of Ascendancy at 17:00 see stats
By Desmond the Dark Faerie Arcanist level 2
74th Pyre 122nd year of Ascendancy at 14:20 see stats
Log
Desmond's Clone resists the stun!
Desmond's Clone resists the stun!
Desmond resists the stun!
Desmond's Clone casts Time Warp.
Desmond's Clone's spell attains critical power!
Desmond's Clone resists the stun!
Desmond's Clone resists the stun!
Desmond's Clone resists the stun!
Desmond resists the stun!
Desmond's Clone casts Time Warp.
Desmond's Clone's spell attains critical power!
Desmond's Clone resists the stun!
Desmond's Clone resists the stun!
Desmond's Clone resists the stun!
Desmond resists the stun!
Desmond's Clone casts Time Warp.
Desmond's Clone's spell attains critical power!
Desmond's Clone resists the stun!
Desmond's Clone resists the stun!
Desmond's Clone resists the stun!
Desmond resists the stun!
Ran for 1 turns (stop reason: didn't move).
Desmond deactivates Time Lash.
Desmond deactivates Force Balance.
Desmond deactivates Shielding.
Desmond deactivates Spellcraft.
Desmond deactivates Keen Senses.
Desmond deactivates Arcane Power.
Desmond deactivates Quicken Spells.