Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Improved Stores 1.2.3Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Marson's All-Seeing Eye 1.2.3v1.0.0 I created this so I could experiment with Madness without the need for a crazy amount of scouting. This is an extreme solution to scouting tedium as it also sees through invisibility and stealth as well. I may come up with a middle-ground solution after mucking with this a bit. Necromancy+ 1.2.5Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Empyreal 1.1.5The current version of the empyreal class. See the forum post for more info. PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan 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: Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. 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 !! 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 Mage Knight 1.1.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Devil's Due Riven Class Addon 1.1.6500 years ago two great necromancers warred. Doctornull's Class Pack 1.2.3This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Everything is Unique! 1.2.3Bite-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. Warlock Class 1.2.5Warlocks are masters of the demonic arts. Clothed in cloth, they excel in using curses, firing bolts of fire or shadow, and summoning demons to help them in combat. Warlocks, while being excellent spell casters, also excel in providing quirky buffs and utility. A warlock has very powerful abilities that, if used correctly, make them a very formidable opponent. Using their curses in combination with direct damage spells and fears, Warlocks wreak havoc and destruction. The class is in an alpha stage but is playable. Geist Addon Class 1.2.3Adds the very spooky Geists Turtle race 1.2.3This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; 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): Alternate Reality 1.2.2In another reality much like Maj'Eyal's... there are no talents that are one-point wonders. Basically, this mod tries to buff talents in such a way that they're worth investing multiple points into. (Or for that matter, worth using at all.) Changes are tailored to my preferences and play style (I play on normal or nightmare), but I welcome feedback & opinions. Changelist: Warcries v2.2 Ambush Shadow Magic Conveyance Inscriptions v2.1 v2.0 Dwarf Sanguisuge Vim Scourge v1.0 Yeek Thalore Harmony This addon will conflict with other addons that change talents from the same trees, or with any addon that changes racial talents. Thievery 1.2.4If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15. Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost. Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: Call of The Divine 1.2.3This addon revamps the Divination tree to make its ease of use match its usefulness. Battlemage 1.2.3A battlemage class. Viking/warlock something something dualwielding elemental magician with Ragnarök and Manacalypse. Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Elementals Race 1.2.5Brief Summary: This currently adds one new raceclass to the game - the Jadir, an earth elemental. They're very tanky and have a lot of wall manipulation talents. See the original thread for more details. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Badass Death Messages 1.2.3Tired of being energised to death? Sick of being sickened to death? Is being cooled to death not cool enough for you? |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Dark Faerie |
| Class | Mind Knight |
| Level / Exp | 49 / 49% |
| Size | tiny |
| Lifes / Deaths | Killed by 3-headed hydra at level 49 on the 79th Pyre 122nd year of Ascendancy at 18:44 / 1 |
Primary Stats
| Strength | 61 (base 60) |
| Dexterity | 13 (base 10) |
| Constitution | 53 (base 60) |
| Magic | 14 (base 10) |
| Willpower | 65 (base 60) |
| Cunning | 40 (base 34) |
Resources
| Life | -59/689 |
| Equilibrium | 18 |
| Stamina | 258/258 |
| Psi | 136/155 |
| Healing Factor | 1.11 |
| Regeneration | 30.105990268273 |
Speed
| Mental | +23.449776288673% |
| Attack | 0% |
| Movement | +65% |
| Spell | +66.899552577347% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 21.312389833178 |
| See Invisible | 21.312389833178 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 50 |
| Crit Chance | 48% |
| APR | 28 |
| Speed | 0.81 |
Offense: Offhand
| Damage | 81 |
| Accuracy | 50 |
| Crit Chance | 45% |
| APR | 59 |
| Speed | 0.81 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 21% |
| Speed | 0.59916278058119 |
Offense: Mind
| Mindpower | 55.205903080626 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| All | +246% |
Defense: Base
| Armour (hardiness) | 48.614844784138 (89.859154929577%) |
| Defense | 38.449889131527 |
| Ranged Defense | 38.449889131527 |
| Fatigue | 25 |
| Physical Save | 53.265027688019 |
| Spell Save | 41.983333333333 |
| Mental Save | 53.881694354685 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Bleed Resistance | 65% |
| Confusion Resistance | 50% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (2/5)
| 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 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 150 damage for 5 turns. |
Class Talents
| Psionic / Psychic Assault | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psychic Body | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed weapons | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Psionic / Psychic Attack | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psychic Gifts | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Dark-faerie | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Weapons Master | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Fortress of Will |
| talent | Biokinesis |
| talent | Eldritch Combat |
| talent | Precise Strikes |
| talent | Eldritch Aura |
| talent | Psiblades |
| talent | Hypercognition |
| talent | Telekinetic Shielding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +67% Combat Speed: +33% All Damage: +246% |
| beneficial effect | Wielding two staves is possible for Mage Knights, but requires a great investiture of magical energy to channel power between both staves; as a result, all damage is reduced by 0%. Dual Staves |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (14). Armor Corroded |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
| Light source | 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. |
| On head | clarifying linen wizard hat of darkness (+18%) (1 def, 0 armour) clarifying linen wizard hat of darkness (+18%) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Cun Changes resistances: +18% darkness Changes damage: +12% darkness Mental save: +5 A pointy cloth hat, very wizardly... |
| On hands | umbral iron gauntlets of strength (+2) (0 def, 1 armour) umbral iron gauntlets of strength (+2) (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: Physical power: +6 Armour: +1 Damage (Melee): 5 darkness Changes stats: +2 Str Changes resistances: +6% darkness Changes damage: +4% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | quick dwarven-steel torque of mindblast [power 105] (5 cooldown) quick dwarven-steel torque of mindblast [power 105] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a beam (dam 52-105), placing all other charms into a 5 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
| On fingers | rogue's gold ring rogue's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 Changes stats: +2 Cun Rings can have magical properties. |
| Around neck | steel amulet of willpower (+3) steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
| In main hand | Serpent's Glare (7-7.7 power, 28 apr, nature damage) Serpent's Glare (7-7.7 power, 28 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 55% Wil, 18% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +28 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +9 Mental crit. chance: +5% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 751.89 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | grounding rough leather belt of life grounding rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal Life regen: +0.90 Healing mod.: +11% A belt that goes around your waist. |
| In off hand | kinetic pulsing mindstar of vitality (13-14.3 power, 59 apr, mind damage) kinetic pulsing mindstar of vitality (13-14.3 power, 59 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 83% Wil, 46% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +59 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +5 physical Damage against: +12% Undead When wielded/worn: Changes resistances: +9% acid / +8% physical / +17% darkness / +8% blight / +8% nature Changes damage: +14% physical Stamina when hit: +1.60 Mindpower: +7 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. |
| Cloak | spellcowled linen cloak (1 def, 0 armour) spellcowled linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil / +1 Mag Spell save: +6 Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cleansing dwarven-steel plate armour of natural resilience (5 def, 11 armour) cleansing dwarven-steel plate armour of natural resilience (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes resistances: +23% nature / +25% blight Reduced damage from: +8% Unnatural A suit of armour made of metal plates. |
Inventory
stralite amulet of cunning (+4) stralite amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Cun Amulets can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
gold ring of fire (+26%) gold ring of fire (+26%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% fire Changes damage: +13% fire Rings can have magical properties. |
steel ring of time (+12%) steel ring of time (+12%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% temporal Changes damage: +12% temporal Rings can have magical properties. |
Newly picked up Fancy Duelists Blade (30-39 power, 20 apr)Fancy Duelists Blade (30-39 power, 20 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 30.0 - 39.0 Uses stats: 55% Dex, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +15 Talent masteries: +0.20 Technique / Dual techniques +0.20 Technique / Dual weapons Disarm immunity: +40% A well balanced long dagger that, when wielded, seems to guide your weaponarm on his own. |
blazebringer's voratun dagger (38.5-50.05 power, 9 apr) blazebringer's voratun dagger (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +8 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +3% Sharp, short and deadly. |
flaming dwarven-steel longsword (21.5-30.1 power, 4 apr) flaming dwarven-steel longsword (21.5-30.1 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 fire Sharp, long, and deadly. |
Newly picked up piercing stralite mace of massacre (47-65.8 power, 5 apr)piercing stralite mace of massacre (47-65.8 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +5 Physical crit. chance: +5.5% Attack speed: 100% Blunt and deadly. |
gifted thorny mindstar of life (9-9.9 power, 24 apr, nature damage) gifted thorny mindstar of life (9-9.9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 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: Life regen: +1.00 Maximum life: +21.00 Mindpower: +6 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. |
gifted vined mindstar (4-4.4 power, 18 apr, mind damage) gifted vined mindstar (4-4.4 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +6 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. |
steel spear of amnesia (13.5-18.9 power, 5 apr) steel spear of amnesia (13.5-18.9 power, 5 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / spear ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 83% On weapon hit: * 25% chance to put talents on cooldown Thrust Range: 2 When wielded/worn: A spear. |
Newly picked up shimmering dragonbone vilestaff of protection (30-36 power, 6 apr, blight element)shimmering dragonbone vilestaff of protection (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% blight Changes damage: +30% blight Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +47.00 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
blue-steel trident (17.5-28 power, 8 apr) blue-steel trident (17.5-28 power, 8 apr)Requires: - Strength 16 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Newly picked up quick deep-steel trident of nature (28-44.8 power, 10 apr)quick deep-steel trident of nature (28-44.8 power, 10 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 111% When wielded/worn: Accuracy: +14 Changes stats: +5 Dex Changes resistances: +6% all Changes resistances penetration: +10% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Newly picked up steel waraxe 'Polelle' (16-22.4 power, 3 apr)steel waraxe 'Polelle' (16-22.4 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 Defense: +6 Damage when hit (Melee): 4 mind Changes resistances: +16% acid / +17% fire / +16% lightning / +14% cold Grants telepathy: Dragon Critical mult.: +5.00% Spell save: +12 Psi when hit: +0.08 One-handed war axes. |
iron mail armour of stability (2 def, 4 armour) iron mail armour of stability (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +6% physical Physical save: +11 A suit of armour made of mail. |
spiked stralite mail armour of natural resilience (4 def, 8 armour) spiked stralite mail armour of natural resilience (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Damage when hit (Melee): 13 physical Changes resistances: +12% nature / +10% blight Reduced damage from: +8% Unnatural A suit of armour made of mail. |
Newly picked up cosmic stralite shield of radiance (10 def, 2 armour, 141 block)cosmic stralite shield of radiance (10 def, 2 armour, 141 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Effects when hit in melee: * 18% chance to blind Changes stats: +4 Con / +4 Mag Changes resistances: +19% light / +10% darkness Talent granted: +4 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
577 alchemist agate 577 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Marson's All-Seeing Eye Marson's All-Seeing EyePowered by unknown forces 0.00 Encumbrance. [Unique] Type: orb / orb When carried: Change telepathy range by : +10 Grants telepathy: All A human eye. The multi-hued iris expands and contracts in no apparent relation to the light around you. When carried, you feel the location of any creatures nearby. |
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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By Lu'Suth the Dark Faerie Mind Knight level 27
76th Pyre 122nd year of Ascendancy at 04:50 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By Lu'Suth the Dark Faerie Mind Knight level 47
79th Pyre 122nd year of Ascendancy at 08:20 see stats
Grand Master (Roguelike)
Earned the rank of Grand Master in the arena.By Lu'Suth the Dark Faerie Mind Knight level 43
78th Pyre 122nd year of Ascendancy at 18:58 see stats
Level 10 (Roguelike)
Got a character to level 10.By Lu'Suth the Dark Faerie Mind Knight level 10
74th Pyre 122nd year of Ascendancy at 21:08 see stats
Level 20 (Roguelike)
Got a character to level 20.By Lu'Suth the Dark Faerie Mind Knight level 20
75th Pyre 122nd year of Ascendancy at 16:21 see stats
Level 30 (Roguelike)
Got a character to level 30.By Lu'Suth the Dark Faerie Mind Knight level 30
76th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 40 (Roguelike)
Got a character to level 40.By Lu'Suth the Dark Faerie Mind Knight level 40
77th Pyre 122nd year of Ascendancy at 20:43 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Lu'Suth the Dark Faerie Mind Knight level 30
76th Pyre 122nd year of Ascendancy at 14:04 see stats
XXX the Destroyer (Roguelike)
Earned the rank of Destroyer in the arena.By Lu'Suth the Dark Faerie Mind Knight level 26
76th Pyre 122nd year of Ascendancy at 03:03 see stats
Log
Eldritch eye misses Lu'Suth.
3-headed hydra misses Lu'Suth.
Eldritch eye hits Lu'Suth for 92 lightning damage.
Eldritch eye hits Headless horror for 0 lightning damage.
Lava floor hits Headless horror for 4 fire damage.
Lu'Suth's Rune: Shielding has been disrupted by anti-magic forces!
Lu'Suth's Clone uses Sweeping Strike.
Lu'Suth's Clone performs a melee critical strike against Eldritch eye!
Lu'Suth's Clone uses Psychic Wave.
Lu'Suth's Clone performs a melee critical strike against 3-headed hydra!
3-headed hydra is poisoned!
3-headed hydra resists the mind attack!
3-headed hydra slows down.
Lu'Suth's Clone hits Lu'Suth for 1 nature, 9 nature, 0 mind, 2 arcane (12 total damage).
Lu'Suth's Clone hits Headless horror for 3 physical damage.
Lu'Suth's Clone hits Eldritch eye for 34 physical damage.
Lu'Suth's Clone hits Eldritch eye for 34 physical damage.
Lu'Suth's Clone hits 3-headed hydra for 34 physical, 1 nature, 18 nature, 1 darkness, 2 arcane, 3 mind, 1 physical, 1 darkness, 2 arcane (64 total damage).
Headless horror uses Grab.
Lu'Suth shrugs off the effect 'Pinned to the ground'!
Eldritch eye casts Lightning.
Eldritch eye misses Lu'Suth.
Eldritch eye hits Lu'Suth for 114 lightning damage.
Eldritch eye hits Headless horror for 0 lightning damage.
Headless horror hits Lu'Suth for 3 physical damage.
Lava floor hits Headless horror for 3 fire damage.
Poison from Lu'Suth's Clone hits 3-headed hydra for 1 nature damage.
Lu'Suth's Clone is fully armored again.
3-headed hydra breathes acid!
