Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | 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. 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. Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 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: 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:
AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: Empyreal 1.1.5The current version of the empyreal class. See the forum post for more info. 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. 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. Midnight 1.2.5Adds 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. 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. Geist Addon Class 1.2.3Adds the very spooky Geists 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 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): 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. 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. 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. 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: Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Battlemage 1.2.3A battlemage class. Viking/warlock something something dualwielding elemental magician with Ragnarök and Manacalypse. 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 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. Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. 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 | Male |
| Race | Dwarf |
| Class | Forge Knight |
| Level / Exp | 18 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by naga myrmidon at level 18 on the 19th Voratun 122nd year of Ascendancy at 00:27 / 1 |
Primary Stats
| Strength | 37 (base 13) |
| Dexterity | 38 (base 40) |
| Constitution | 46 (base 40) |
| Magic | 17 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -30/617 |
| Mana | 217/217 |
| Stamina | 176/192 |
| Vim | 149/168 |
| Healing Factor | 1 |
| Regeneration | 32.33332933462 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 40 |
| Crit Chance | 13% |
| APR | 13 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15.5 |
| Crit Chance | 3% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 30.457099158451 (88.454810495627%) |
| Defense | 21.15 |
| Ranged Defense | 21.15 |
| Fatigue | 24 |
| Physical Save | 28.723549579225 |
| Spell Save | 0 |
| Mental Save | 0 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Confusion Resistance | 22% |
| Fear Resistance | 22% |
| Blind Resistance | 22% |
| Silence Resistance | 27% |
| Bleed Resistance | 22% |
| Pinning Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (2/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Armor forging | 1.40 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Weapon forging | 1.40 |
| 3/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| Technique / Forge powers | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forger's endurance | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The target is poisoned, taking 58.71 nature damage per turn. Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target's armour and saves are broken, reducing them by 21. Sunder Armour |
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 | traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +22 Physical save: +6 Stamina each turn: +0.40 Maximum stamina: +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| 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 | forged stabilizing iron helm of absorption (2 def, 8 armour) forged stabilizing iron helm of absorption (2 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +2 Fatigue: +5% Changes resistances: +11% cold Talent granted: +1 Illuminate Physical save: +10 Mental save: +8 Blindness immunity: +22% Confusion immunity: +22% Fear immunity: +22% Stamina each turn: +0.35 Stamina when hit: +0.80 Equilibrium when hit: +0.80 Maximum stamina: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | warrior's gold ring of arcana(+0.12/turn) warrior's gold ring of arcana(+0.12/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Silence immunity: +27% Mana each turn: +0.12 Rings can have magical properties. |
| Around waist | insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% cold A belt that goes around your waist. |
| In main hand | forged cutting dwarven-steel greatsword of massacre (68.2-109.12 power, 13 apr) forged cutting dwarven-steel greatsword of massacre (68.2-109.12 power, 13 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 68.2 - 109.1 Uses stat: 131% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Accuracy: +28 Armour Penetration: +13 Physical crit. chance: +11.5% Attack speed: 112% When this weapon hits: Lightning (15% chance level 5). Damage (Melee): +15 darkness / +15 cold When wielded/worn: Changes damage: +10% nature / +10% acid Talent granted: +1 Bone Grab Massive two-handed swords. |
| On hands | iron gauntlets of magic (+3) (0 def, 1 armour) iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | forged steel plate armour (4.5 def, 16.5 armour) forged steel plate armour (4.5 def, 16.5 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Defense: +4 Fatigue: +22% Changes resistances: +11% nature Physical save: +7 Cut immunity: +22% Pinning immunity: +22% Stun/Freeze immunity: +22% Life regen: +1.05 Maximum life: +32.00 A suit of armour made of metal plates. |
| Cloak | enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing steel amulet of constitution (+3) stabilizing steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% temporal Pinning immunity: +23% Knockback immunity: +23% Amulets can have magical properties. |
Inventory
steel amulet of magic (+4) steel amulet of magic (+4)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Amulets can have magical properties. |
mule's steel ring of light (+20%) mule's steel ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +20% light Changes damage: +10% light Maximum encumbrance: +22 Rings can have magical properties. |
stralite ring of frost (+26%) stralite ring of frost (+26%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +26% cold Changes damage: +13% cold Rings can have magical properties. |
forged steel battleaxe (35.7-53.55 power, 13 apr) forged steel battleaxe (35.7-53.55 power, 13 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 35.7 - 53.6 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +28 Armour Penetration: +13 Physical crit. chance: +13.0% Attack speed: 112% Damage (Melee): +13 lightning When wielded/worn: Changes damage: +8% cold Massive two-handed battleaxes. |
reforged Flamestab (29.4-38.22 power, 21 apr) reforged Flamestab (29.4-38.22 power, 21 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 29.4 - 38.2 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +28 Armour Penetration: +21 Physical crit. chance: +13.0% Attack speed: 112% When this weapon hits: Flame (15% chance level 3). Damage (Melee): +9 fire When wielded/worn: Accuracy: +6 Changes stats: +6 Dex / +6 Mag Changes damage: +21% fire Talent granted: +3 Blindside Spellpower: +6 Sharp, short and deadly. |
forged iron greatmaul (28.7-43.05 power, 12 apr) forged iron greatmaul (28.7-43.05 power, 12 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 28.7 - 43.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +28 Armour Penetration: +12 Physical crit. chance: +5.5% Attack speed: 112% Massive two-handed mauls. |
forged iron greatspear (26.1-41.76 power, 19 apr) forged iron greatspear (26.1-41.76 power, 19 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatspear ; tier 1 It must be held with both hands. Base power: 26.1 - 41.8 Uses stat: 130% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +28 Armour Penetration: +19 Physical crit. chance: +7.5% Attack speed: 92% Damage (Melee): +11 cold Damage against: +9% Undead Thrust Range: 2 When wielded/worn: Physical power: +5 Changes damage: +7% physical Talent granted: +1 Bone Grab A heavy spear. |
forged iron greatsword (22.2-35.52 power, 12 apr) forged iron greatsword (22.2-35.52 power, 12 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 22.2 - 35.5 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +28 Armour Penetration: +12 Physical crit. chance: +7.5% Attack speed: 112% Damage (Melee): +13 fire When wielded/worn: Changes damage: +8% physical Massive two-handed swords. |
yew longbow of dampening yew longbow of dampeningRequires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes resistances: +9% acid / +8% fire / +9% lightning / +10% cold Spell save: +7 Longbows are used to shoot arrows at your foes. |
steel longsword of projection (14-19.6 power, 3 apr) steel longsword of projection (14-19.6 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, long, and deadly. |
primordial thorny mindstar (8-8.8 power, 24 apr, mind damage) primordial thorny mindstar (8-8.8 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +7.5% Attack speed: 100% Damage (Melee): +5 temporal / +7 nature slow When wielded/worn: Changes damage: +4% nature / +2% temporal Mindpower: +3 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. |
cured leather sling cured leather slingRequires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
hateful steel waraxe of the leech (11.5-16.1 power, 3 apr) hateful steel waraxe of the leech (11.5-16.1 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% * leeches stamina from the target Damage (Melee): +7 darkness Damage against: +10% Living When wielded/worn: Damage when hit (Melee): 7 nature slow One-handed war axes. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
verdant cashmere robe of life (2 def, 0 armour) verdant cashmere robe of life (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Con Changes resistances: +8% blight Changes damage: +8% nature Poison immunity: +23% Disease immunity: +26% Life regen: +2.30 Maximum life: +47.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of dwarven-steel boots of tirelessness (0 def, 4 armour) blood-soaked pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 Armour: +4 Fatigue: +3% Stamina each turn: +0.50 Maximum stamina: +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots (0 def, 7 armour) miner's pair of iron boots (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of tirelessness (0 def, 4 armour) pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Stamina each turn: +0.70 Maximum stamina: +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
shielding linen wizard hat of darkness (+16%) (1 def, 0 armour) shielding linen wizard hat of darkness (+16%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Mag Changes resistances: +16% darkness Changes damage: +11% darkness Spell save: +6 A pointy cloth hat, very wizardly... |
voratun helm of strength (+2) (0 def, 5 armour) voratun helm of strength (+2) (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
forged iron plate armour (4 def, 12.5 armour) forged iron plate armour (4 def, 12.5 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Defense: +4 Fatigue: +20% Changes resistances: +27% cold Cut immunity: +22% Pinning immunity: +22% Stun/Freeze immunity: +22% A suit of armour made of metal plates. |
reinforced steel shield of purity (6 def, 7 armour, 63.5 block) reinforced steel shield of purity (6 def, 7 armour, 63.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Alternately Requires: - Strength 16 - Talent Shield Mastery (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +7 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +10% nature / +12% blight Talent granted: +2 Block Handheld deflection devices. |
steel shield of radiance (6 def, 2 armour, 39.5 block) steel shield of radiance (6 def, 2 armour, 39.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Alternately Requires: - Strength 16 - Talent Shield Mastery (level 1) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Effects when hit in melee: * 13% chance to blind Changes stats: +1 Mag / +3 Con Changes resistances: +12% light Talent granted: +2 Block Handheld deflection devices. |
198 alchemist agate 198 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
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. |
Achievements
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By Rus'Lume the Dwarf Forge Knight level 14
18th Voratun 122nd year of Ascendancy at 05:03 see stats
Level 10 (Roguelike)
Got a character to level 10.By Rus'Lume the Dwarf Forge Knight level 10
17th Voratun 122nd year of Ascendancy at 09:55 see stats
Log
Large brown snake hits Rus'Lume for 2 physical damage.
Green ooze misses Rus'Lume.
Large brown snake hits Rus'Lume for 2 physical damage.
Naga myrmidon rushes out!
Rus'Lume is dazed!
Naga myrmidon hits Rus'Lume for 113 physical damage.
High gladiator rearms.
Rus'Lume rearms.
Large brown snake rearms.
Rus'Lume is not dazed anymore.
Naga myrmidon hits Rus'Lume for 84 physical damage.
Rus'Lume uses Searing Assault.
Rus'Lume shrugs off the effect 'Poison'!
Rus'Lume hits Naga myrmidon for 35 fire, 35 cold, 35 lightning, 36 arcane, 4 fire, 4 cold, 4 lightning, 4 arcane, 4 fire, 4 cold, 4 lightning, 4 arcane (174 total damage).
Green ooze hits Rus'Lume for 0 nature damage.
Naga myrmidon is on fire!
Naga myrmidon is moving less freely.
Rus'Lume's projectile hits Naga myrmidon for 5 fire, 5 cold, 5 lightning, 5 arcane (19 total damage).
Burning from Rus'Lume hits Naga myrmidon for 11 fire, 11 cold, 11 lightning, 11 arcane (45 total damage).
Naga myrmidon uses Spit Poison.
Rus'Lume is poisoned!
Naga myrmidon hits Rus'Lume for 47 nature damage.
Burning from Rus'Lume hits Naga myrmidon for 11 fire, 11 cold, 11 lightning, 11 arcane (45 total damage).
Poison from Naga myrmidon hits Rus'Lume for 47 nature damage.
Naga myrmidon hits Rus'Lume for 99 physical damage.
Rus'Lume the level 18 dwarf forge knight was sent beyond the skies by the power of badass, witnessed only by a naga myrmidon on level 28 of The Arena.
Naga myrmidon killed Rus'Lume!
