








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Class Start Priority - Undead Version 1.5.5A variant of Keevan's Class Start Priority addon, modfied with great incompetence by Parcae to allow Undead to access Ashes of Uhr'rok starting zones. Mountain Troll Race 1.5.5This addon adds Mountain Trolls as a playable race to the game. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Draconians 1.3.1Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.6.0Donators/Buyers bonus! Sungun Class + Equipment 1.6.0This Addon creates the Sungun class and adds Solar Guns for it to use, along with many talents - all based on the Boktai series of games for the Gameboy Advance. Changes & Features: + Solar Guns & Solar Batteries are created, and drop in the world. +Sungun is an available class under the Celestial class set. + A Lens Talent Tree is available to swap damage type. +An Explosives Talent Tree is available to deal with groups of foes. + Solar Spells, inspired directly by Boktai, are available for use in a Talent Tree. +Darkness Spells, inspired directly by Boktai, are available for use in a Talent Tree. + Multiple new Talents are created, including some of the ones listed above. -Dual-gunning with Solar Guns has been removed. Knives are starting equipment for a reason. Current missing features: Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. 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): Dread Necromancer 1.6.4The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Spell Merchants 1.6.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Dreamelf 1.5.5 Dremling Horror Race 1.5.5There aren't enough subtypes of dwarf so here are some Horrible dwarves. Bladebender 1.5.6 Midnight 1.6.6Adds 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. Class: Astromancer 1.6.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Arena |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Draconian |
| Class | Dread Necromancer |
| Level / Exp | 41 / 65% |
| Size | 3 (medium) |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 23 (base 17) |
| Magic | 70 (base 60) |
| Willpower | 71 (base 60) |
| Cunning | 52 (base 35) |
Resources
| Life | 496/496 |
| Mana | 565/585 |
| Soul | 3/5 |
| Healing Factor | 1.2710362694301 |
| Regeneration | 9.2150129533682 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 21 |
| Crit Chance | 14% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Darkness | +35% |
| Cold | +2% |
| All | 0% |
Offense: Damage Penetration
| Cold | +56% |
| Darkness | +56% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 47 |
| Mental Save | 55 |
Defense: Resistances
| Nature | + 24%( 70%) |
| Blight | + 36%( 70%) |
| Fire | + 22%( 70%) |
| Cold | + 25%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Bleed Resistance | 10% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 450 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Ghoul mastery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Necrosis | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Skeletal mastery | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Spell / Spirit mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / High necromancy | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Race / Draconian | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Soul | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necromancy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Death's Embrace |
| talent | Spirit Feed |
| beneficial effect | Will gain 1 Soul after gaining 100 fragments. Soul Fragments |
| beneficial effect | Gathering the essence of fallen minions to summon a powerful spirit. Essence of the Dead |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | invigorating pair of drakeskin leather boots of tirelessness (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -8% Stamina each turn: +1.50 Maximum life: +33.00 Maximum stamina: +40.00 Movement speed: +10% A pair of boots made of leather. |
| Quiver | timeworn solar battery of erosion(25/25, 14-16.8 power, 1 apr) timeworn solar battery of erosion(25/25, 14-16.8 power, 1 apr)Requires: - Magic 11 Infused by nature 0.00 Encumbrance. Type: ammo / battery ; tier 1 Base power: 14.0 - 16.8 Uses stats: 70% Mag, 50% Dex Damage type: Bright light Mastery: Solargun Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +2.0% Capacity: 25 Damage (Ranged): +6 nature Batteries are used to power Solar Guns. |
| On hands | blighted hardened leather gloves of dexterity (+4) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+7 eff.) Armour: +2 Damage (Melee): 7 blight Changes stats: +4 Dex Changes resistances: +7% blight Changes damage: +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | insulating elven-silk wizard hat of knowledge (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +10% fire / +8% cold Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | pixie's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Mag Stun/Freeze immunity: +24% Life regen: +2.00 Spellpower: +6 (+1 eff.) Rings can have magical properties. |
| On fingers | pixie's gold ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +4 Cun / +5 Mag Spellpower: +13 (+3 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
| Around neck | Necklace of Dragon Teeth Necklace of Dragon TeethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Con Talent mastery: +0.20 Race / Draconian It can be used to commune with nature Activation costs 10 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
| In main hand | Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.20 Spell / Advanced necrotic minions Spellpower: +40 (+10 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
| Main armor | mindwoven silk robe of protection (5 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +5 (+5 eff.) Changes resistances: +13% all Physical save: +19 (+7 eff.) Mental save: +15 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | restorative elven-silk cloak of implacability (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) Changes resistances: +13% nature / +20% blight Physical save: +13 (+5 eff.) Mental save: +9 (+3 eff.) Life regen: +5.00 Only die when reaching: -50.00 life Healing mod.: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Inventory
Newly picked uptruestriking stralite battleaxe (41.5-62.25 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +20 (+10 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical Massive two-handed battleaxes. |
Newly picked upcruel ash starstaff of greater warding (15-18 power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+7 eff.) Maximum wards: +3 physical Changes damage: +15% physical Talents granted: +2 Ward +1 Command Staff Critical mult.: +13.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+10 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Newly picked uptormentor's cashmere robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +8% blight / +11% all Critical mult.: +13.00% Life regen: +2.40 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Maximum life: +60.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Newly picked upcleansing drakeskin leather armour of natural resilience (20 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+13 eff.) Fatigue: +8% Changes resistances: +39% nature / +33% blight Reduced damage from: +13% Unnatural A suit of armour made of leather. |
Newly picked upCuirass of the Dark Lord (0 def, 56 armour) Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +23 (+11 eff.) Armour: +56 Fatigue: +13% Damage when hit (Melee): 82 physical Changes stats: +23 Str / +23 Con Changes resistances: +33% physical Physical save: +28 (+10 eff.) Life regen: +32.00 Blood Charges: 8 It can be used to drain blood from all creatures within range 5, causing them to bleed for 60.00 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Newly picked upalchemist's lamp of the zealot Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +11 (+4 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Nightmare (Adventure) difficulty)
Got to wave 20 in the arena.By Ka'Reel the Draconian Dread Necromancer level 18
76th Pyre 122nd year of Ascendancy at 03:16 see stats
Arena Battler 50 (Nightmare (Adventure) difficulty)
Got to wave 50 in the arena.By Ka'Reel the Draconian Dread Necromancer level 35
79th Pyre 122nd year of Ascendancy at 05:06 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ka'Reel the Draconian Dread Necromancer level 10
75th Pyre 122nd year of Ascendancy at 04:41 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ka'Reel the Draconian Dread Necromancer level 20
76th Pyre 122nd year of Ascendancy at 12:41 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Ka'Reel the Draconian Dread Necromancer level 30
78th Pyre 122nd year of Ascendancy at 10:05 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Ka'Reel the Draconian Dread Necromancer level 40
1st Mirth 122nd year of Ascendancy at 01:41 see stats
Master of Arena (Nightmare (Adventure) difficulty)
Became the new master of the arena in 60-wave mode.By Ka'Reel the Draconian Dread Necromancer level 41
1st Mirth 122nd year of Ascendancy at 09:42 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Ka'Reel the Draconian Dread Necromancer level 38
79th Pyre 122nd year of Ascendancy at 20:03 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Ka'Reel the Draconian Dread Necromancer level 36
79th Pyre 122nd year of Ascendancy at 13:04 see stats
Log
The shield around demilich crumbles.
Ghoul activates Bone Shield.
There is an item here: orichalcum trident of projection (53-84.8 power, 16 apr)
Your summoned demilich disappears.
Corpse horror activates Bone Shield.
Corpse horror activates Bone Shield.
Talent Rune: Reflection Shield is ready to use.
Ran for 4 turns (stop reason: object seen).
Your summoned ghoul disappears.
Corpse horror activates Bone Shield.
You pickup 0.60 gold pieces.
Your summoned ghoul disappears.
There is an item here: alchemist's lamp of the zealot
You pickup 3.15 gold pieces.
Ran for 3 turns (stop reason: object seen).
Ka'Reel picks up (g.): alchemist's lamp of the zealot.
Your summoned ghoul disappears.
Talent Essence of the Dead is ready to use.
Talent Reaper's Grasp is ready to use.
Your summoned ghoul disappears.
Corpse horror activates Bone Shield.
Talent Demilich is ready to use.
Ka'Reel deactivates Spirit Feed.
Ka'Reel deactivates Death's Embrace.



















