Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn 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. Mesmer 1.2.5A magical class based on creating and shattering illusions. 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 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. Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. 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. 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:
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. Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. 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. PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. 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: Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 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. 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 !! 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 Call of The Divine 1.2.3This addon revamps the Divination tree to make its ease of use match its usefulness. 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): 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. 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. 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 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; 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. Empyreal 1.1.5The current version of the empyreal class. See the forum post for more info. 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 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. 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 | Gnome |
| Class | Forge Knight |
| Level / Exp | 33 / 53% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 74 (base 18) |
| Dexterity | 59 (base 55) |
| Constitution | 54 (base 60) |
| Magic | 70 (base 60) |
| Willpower | 12 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Mana | 218/302 |
| Equilibrium | 140 |
| Vim | 217/228 |
| Life | 1073/1073 |
| Stamina | 232/232 |
| Healing Factor | 1.1017532043077 |
| Regeneration | 49.064738292908 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +23.40864547425% |
| Spell | 0% |
| Global | +102.8% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 199 |
| Accuracy | 58 |
| Crit Chance | 33% |
| APR | 17 |
| Speed | 0.86 |
Offense: Spell
| Spellpower | 63.324795418594 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.6 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 54.2 (93.924050632911%) |
| Defense | 23.575 |
| Ranged Defense | 23.575 |
| Fatigue | 18.008956796628 |
| Physical Save | 57.925818239418 |
| Spell Save | 40.225818239418 |
| Mental Save | 31.45 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 72% |
| Disarm Resistance | 19% |
| Bleed Resistance | 27% |
| Confusion Resistance | 49% |
| Fear Resistance | 27% |
| Stun Resistance | 72% |
| Instadeath Resistance | 100% |
| Blind Resistance | 27% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Armor forging | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Phoenix Fire | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Weapon forging | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Forge powers | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Theoretical Adventuring | 1.00 |
| 0/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forger's endurance | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Practical Adventuring | 1.00 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Eldritch Aura |
| talent | Eldritch Combat |
| talent | Eldritch Body |
| 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 |
| beneficial effect | The thrill of combat improves the target's maximum life by 10%, life regeneration by 20.00, and stamina regeneration by 4.00. Bloodbath |
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: +24 Physical save: +6 Stamina each turn: +0.50 Maximum stamina: +11.00 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 | masterforged iron helm (3 def, 10.5 armour) masterforged iron helm (3 def, 10.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +10 Defense: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +13% lightning / +6% fire / +6% cold Talent mastery: +0.10 Technique / Battle tactics Talent granted: +2 Phase Door Mental save: +25 Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.75 Maximum stamina: +56.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Gnomish Pocket Encyclopedia Gnomish Pocket EncyclopediaCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Maximum life: +50.00 It can be used to read the book. Never leave home unprepared. This book holds a solution to every situation and eases survival. Once you have read everything it contains and don't need it anymore (you need to be at least level 30), you can use it to learn a new talent type of any kind you chose. |
| On fingers | warrior's copper ring of clarity warrior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +6 Confusion immunity: +22% Rings can have magical properties. |
| On fingers | pixie's steel ring of misery pixie's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random insanity Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random insanity Damage (Ranged): 10 bleed Changes stats: +6 Cun / +3 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 313% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings can have magical properties. |
| Around waist | hardened leather belt of transcendence hardened leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical save: +7 Mindpower: +4 A belt that goes around your waist. |
| In main hand | masterforged stralite battleaxe (74-111 power, 17 apr) masterforged stralite battleaxe (74-111 power, 17 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 74.0 - 111.0 Uses stat: 137% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +35 Armour Penetration: +17 Physical crit. chance: +14.5% Attack speed: 116% When this weapon hits: Disperse Magic (10% chance level 3). On weapon crit: * wounds the target reducing their healing Damage (Melee): +43 cold / +43 physical Burst (radius 2) on crit: +12 fire When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 Changes resistances penetration: +13% fire Changes damage: +22% nature / +22% mind Talent granted: +2 Bone Grab Global speed: +3% Massive two-handed battleaxes. |
| On hands | dwarven-steel gauntlets of magic (+4) (0 def, 2 armour) dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Mag Changes damage: +5% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | masterforged iron plate armour (5 def, 16.5 armour) masterforged iron plate armour (5 def, 16.5 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: +16 Defense: +5 Fatigue: +20% Damage when hit (Melee): 10 physical Changes resistances: +13% fire Talent cooldown: Powerful Strikes (-1 turn) Talents granted: +2 Waters of Life +1 Power Catalyst: Mind Physical save: +24 Cut immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +27% Life regen: +5.25 Maximum life: +170.00 A suit of armour made of metal plates. |
| Cloak | cashmere cloak of the Shaloren (2 def, 0 armour) cashmere cloak of the Shaloren (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Mag / +2 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Inventory
movement infusion of the titan (558% speed; 7 turns) movement infusion of the titan (558% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 558% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
lightning rune of the warrior (183 lightning damage) lightning rune of the warrior (183 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 61.07 to 183.20 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 197 for 4 turns) shielding rune (absorb 197 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 197 damage for 4 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Mysterious Symbol Mysterious SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
pixie's steel ring pixie's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Mag Spellpower: +7 Rings can have magical properties. |
masterforged tangling steel battleaxe of sweeping (36-54 power, 16 apr) masterforged tangling steel battleaxe of sweeping (36-54 power, 16 apr)Requires: - Strength 16 Infused by nature 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: 36.0 - 54.0 Uses stat: 136% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy bonus: +0.5% turn loss / acc Accuracy: +35 Armour Penetration: +16 Physical crit. chance: +12.0% Attack speed: 116% When this weapon hits: Blinding Spores (15% chance level 3). Damage (Melee): +41 nature When wielded/worn: Damage when hit (Melee): 9 nature Changes damage: +21% physical Talent granted: +3 Bone Grab * Grants [Sweeping Blows] Talent Massive two-handed battleaxes. |
steel battleaxe of projection (19.5-29.25 power, 2 apr) steel battleaxe of projection (19.5-29.25 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 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. Massive two-handed battleaxes. |
flaming steel greatmaul (26-39 power, 2 apr) flaming steel greatmaul (26-39 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +12 fire Massive two-handed mauls. |
iron greatmaul (20-30 power, 1 apr) iron greatmaul (20-30 power, 1 apr)Requires: - Strength 11 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
sharp steel greatmaul of erosion (31-46.5 power, 2 apr) sharp steel greatmaul of erosion (31-46.5 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +13 nature / +10 temporal Massive two-handed mauls. |
steel greatmaul (28-42 power, 2 apr) steel greatmaul (28-42 power, 2 apr)Requires: - Strength 16 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
arcing iron greatspear of massacre (24.5-39.2 power, 4 apr) arcing iron greatspear of massacre (24.5-39.2 power, 4 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: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 83% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Thrust Range: 2 A heavy spear. |
dwarven-steel greatspear of erosion (38-60.8 power, 6 apr) dwarven-steel greatspear of erosion (38-60.8 power, 6 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatspear ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +3.5% Attack speed: 83% Damage (Melee): +10 nature / +6 temporal Thrust Range: 2 A heavy spear. |
flaming steel greatspear (22-35.2 power, 5 apr) flaming steel greatspear (22-35.2 power, 5 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatspear ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stat: 120% 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% Burst (radius 1) on hit: +9 fire Thrust Range: 2 A heavy spear. |
iron greatspear (17.5-28 power, 4 apr) iron greatspear (17.5-28 power, 4 apr)Requires: - Strength 11 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatspear ; tier 1 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: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 83% Thrust Range: 2 A heavy spear. |
flaming voratun greatsword of projection (62-99.2 power, 4 apr) flaming voratun greatsword of projection (62-99.2 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 mind Burst (radius 1) on hit: +14 fire 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. Massive two-handed swords. |
forged steel greatsword (38.1-60.96 power, 16 apr) forged steel greatsword (38.1-60.96 power, 16 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 38.1 - 61.0 Uses stat: 133% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +35 Armour Penetration: +16 Physical crit. chance: +10.0% Attack speed: 116% Damage (Melee): +35 nature When wielded/worn: Changes damage: +18% nature Talent granted: +4 Blindside Massive two-handed swords. |
Viper's Retort (24-28.8 power, 8 apr, nature element) Viper's Retort (24-28.8 power, 8 apr, nature element)Requires: - Magic 24 - Cunning 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stats: 65% Mag, 65% Cun Damage type: Nature Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes damage: +20% acid / +20% nature Talents cooldown: Healing Light (-1 turn) Poison Storm (-2 turns) Venomous Strike (-2 turns) Arcane Reconstruction (-2 turns) Spellpower: +10 Spell crit. chance: +25% The top of this ebony staff is carved in the shape of a viper's head. Venom drips from its fangs, and its black eyes gleam with serpentine cunning. |
magelord's dragonbone starstaff of illumination (30-36 power, 6 apr, physical element) magelord's dragonbone starstaff of illumination (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature 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: Physical crit. chance: +10.0% Defense: +10 Effects on melee hit: * 7% chance to blind Damage (Melee): 24 arcane Changes damage: +30% physical Talent granted: +1 Command Staff Maximum mana: +45.00 Spellpower: +23 Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 76.29 light damage. Staves designed for wielders of magic, by the greats of the art. |
silk robe of Linaniil (3 def, 0 armour) silk robe of Linaniil (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Mana each turn: +0.26 Maximum mana: +60.00 Spellpower: +17 Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
76 alchemist agate 76 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. |
Map to the Barrowdowns Map to the Barrowdowns0.00 Encumbrance. [Unique] Type: misc / misc It can be used to read the map. This map can be used to get to the Barrowdowns, where the thieves of your research-diaries hide. It might prove useful, if your career begins with another quest (archmages, chronomancers). It can be used only from inside the Trollmire. |
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 Su'Ra the Gnome Forge Knight level 24
76th Pyre 122nd year of Ascendancy at 10:25 see stats
Level 10 (Roguelike)
Got a character to level 10.By Su'Ra the Gnome Forge Knight level 10
75th Pyre 122nd year of Ascendancy at 03:53 see stats
Level 20 (Roguelike)
Got a character to level 20.By Su'Ra the Gnome Forge Knight level 20
75th Pyre 122nd year of Ascendancy at 23:20 see stats
Level 30 (Roguelike)
Got a character to level 30.By Su'Ra the Gnome Forge Knight level 30
77th Pyre 122nd year of Ascendancy at 11:41 see stats
Log
Great wolf starts to bleed.
Great wolf is not dazed anymore.
Your score multiplier increases by 0.1!
Su'Ra hits Great wolf for 344 physical, 43 cold, 34 physical, 1 physical, 12 fire, 84 arcane (518 total damage).
Su'Ra killed Great wolf!
Connection to online server lost, trying to reconnect.
Connection to online server established.
You pickup 0.55 gold pieces.
There is an item here: striking elven-wood wand of firewall [power 241] (6 cooldown)
Su'Ra picks up (s.): 76 alchemist agate.
There is an item here: silk robe of Linaniil (3 def, 0 armour)
There is an item here: magelord's dragonbone starstaff of illumination (30-36 power, 6 apr, physical element)
Talent Solar Wave is ready to use.
Su'Ra picks up (s.): magelord's dragonbone starstaff of illumination (30-36 power, 6 apr, physical element).
Su'Ra picks up (t.): silk robe of Linaniil (3 def, 0 armour).
Your score multiplier increases by 0.1!
Su'Ra casts Solar Bolt.
Su'Ra hits Green ooze for 216 physical, 65 cold (281 total damage).
Su'Ra killed Green ooze!
You pickup 2.20 gold pieces.
You pickup 0.80 gold pieces.
Talent Solar Bolt is ready to use.
Talent Explosive Leap is ready to use.
Su'Ra no longer revels in blood quite so much.
