









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. VampireLord 1.5.3VampireLord class Walk the path of a true vampire lord ! Feast upon your prey, thus increasing your blood pool, drag their corps in you shadow, later you can extract blood from those, event get stats and talent points from them. feedback and comment are welcomed on the relater forum thread changelog v a3.0: (we hunger update) + missing updates
-manipulation implemented (a rip-off form the gloom talent tree with a necrotic aura twist
-added talent tree spell/animous
-added talent tree cursed/fear
-shadowrift implemented (a rip-off from shadowwraith tree at the expanse of blood)
-adding of hunger ... every x turn a percentage of your blood will be conssumed to sustain you hunger
-tweaked other things
v a2.6:
-fixed onTakeHit superload (thanks to StarKeep)
v a2.5:
-re-ajusted "sadism" talents cost
v a2.4:
-fixed exangation dialogue box resolve
v a2.3:
-preUseTalent and postUseTalent should work well now!
v a2.2:
-fix of misstyping (preUseTalent)
v a2.1:
-fixed talents requirement and order for "sadism" talent tree.
v a2.0:
-talent tree "sadism" unleached !!!
v a0.3:
-prevented summons to be added to corpse pool (need to be tested)
v a0.2:
-spellcheck
v a0.1:
-the backbone are stuffed
implemented: blood pool: a resource that add to life, as long as you have blood in your blood pool damage dealt to you will apply on your blood pool instead of your life. sanguinism talent tree - Feast: - Empowerment: - Exsanguation: - Blood Bound: x decrease with talent level while percentage increase. sadism talent tree: -tribute: pay a percentage of your max health to inflict to the target damage based on his max health. -stupeffy: pay a percentage of your max health to cause an aoe that hav a chance to inflict fear to all creature in it plus minorely damaging them. -blood river: pay a percentage of your max blood to cause a large blight aoe that heal you of a percentage of the damage inflicted with it. -pike jungle: pay a percentage of your max health to cause a small pinnig aoe that deal medium phisical damage =Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Class: Revamped Wyrmic 1.5.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Doctornull's Class Pack 1.4.2This 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. Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Auto-usable Wards 1.3.0Modifies objects that confer the Ward talent to provide two separate talents: an instant-use, no-cooldown talent Choose Ward and the original talent, renamed Apply Ward, which now activates the ward type selected via Choose Ward. The author is assured that this arrangement will make wards easier to use with the game's auto-use functionality. The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! 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: ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Bladebender 1.5.6 Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Mountain Troll Race 1.5.5This addon adds Mountain Trolls as a playable race to the game. Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Mage Knight 1.5.5Adds 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. Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Primal Chosen Class 1.4.0Adds the Primal Chosen class, a celestial brawler that wields temporal and darkness damage, before slowly discovering a talent for chronomancy. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Shadow Race 1.0.1"Shadows are magical creatures created by spellcasters to be used as tools to help them achieve their goals. Mindstabber 1.2.5Adds a new Psionic class (since their numbers are few anyways) that is a combo of rouge, solipsist and mindslayer. Focus more on combat than staying in the back, but still has the capability to do so. Necromancy+ 1.3.1Features: 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 Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. |
| Campaign | Arena |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Illim |
| Class | Mind Knight |
| Level / Exp | 29 / 80% |
| Size | 3 (medium) |
| Lifes / Deaths | Killed by red crystal at level 29 on the 77th Pyre 122nd year of Ascendancy at 10:36 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 22 (base 11) |
| Constitution | 35 (base 31) |
| Magic | 41 (base 34) |
| Willpower | 63 (base 60) |
| Cunning | 20 (base 10) |
Resources
| Life | -14/573 |
| Stamina | 244/244 |
| Psi | 123/125 |
| Healing Factor | 1.3829268292683 |
| Regeneration | 1.4520731707317 |
Speed
| Mental | +5% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +90.909090909091% |
Vision
| Sight | 10 |
| Lite | 7.8 |
| See Stealth | 37.763960692704 |
| See Invisible | 37.763960692704 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 3 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 0.95 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 3 |
| Crit Chance | 18% |
| APR | 20 |
| Speed | 0.86 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Temporal | +3% |
| Lightning | +3% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 31.062037804251 (89.102564102564%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 2 |
| Physical Save | 50 |
| Spell Save | 42 |
| Mental Save | 46 |
Defense: Resistances
| Lightning | + 5%( 70%) |
| Physical | + 50%( 70%) |
| Fire | + 40%( 70%) |
| Darkness | + 20%( 70%) |
| Arcane | -8%( 62%) |
| Mind | + 47%( 82%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 70% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 13.73 to 41.20 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) |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 218 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 392 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic Body | 1.50 |
| 2/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Psionic / Psychic Gifts | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Psychic Attack | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Technique / Combat Casting | 1.20 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Psionic / Mentalism | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Illim | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Fortress of Will |
| talent | Biokinesis |
| talent | Eldritch Combat |
| talent | Anime Style |
| talent | Psychic Combat |
| talent | Eldritch Aura |
| talent | Telepathic Focus |
| talent | Mental Reach |
| detrimental effect | The target is on fire, taking 75.01 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target's combat ability is reduced, reducing its attack by 23. Sunder Arms |
| beneficial effect | This character is partially dissolved, gaining 30 physical damage resistance. Phased Out |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | Your strength is fading, causing you to take 11.96 damage each turn. Fading |
| detrimental effect | Reduces global action speed by 10%. Slow |
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 | eldritch pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Ego+] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.crit +1% ----- def ----- Armour +4 Fatigue +3% ---------- misc Mana/turn +0.27 Max.mana +39.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +40.00 Heal.mod +10% ---------- misc Light +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 | hardened leather cap of dexterity (+2) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
| On hands | storm iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +5% lightning Unarmed combat: Power 14.0 - 19.6 Physical Uses 27% Dex, 40% Cun, 80% Mag 0% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | shadowy yew wand of conjuration [power 205] (10 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 102 to 205 Puts all charms on 10 cooldown 100% to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's stralite ring of darkness (+20%)0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Spell.save +12 (+4 eff.) Rings can have magical properties. |
| On fingers | Betibeth0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +12% fire +3% temporal Res.pen +10% mind Melee Ret 8 mind ----- def ----- Resists +6% mind +24% fire Phys.save +10 (+3 eff.) Spell.save +18 (+6 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.stam +13.00 Rings can have magical properties. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | dwarven-steel longsword of massacre (28.5-39.9 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 28.5 - 39.9 Physical Uses 100% Mag, 34% Str Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
| Around waist | blurring rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +10 (+5 eff.) Stealth +6 HP.reg +0.80 Heal.mod +10% A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 17% Dex, 50% Mag, 50% Cun Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +3 Str +1 Con ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable dwarven-steel mail armour of fire resistance (3 def, 16 armour)14.0 T3 heavy armor [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +16% Resists +16% fire A suit of armour made of mail. |
Inventory
insidious dwarven-steel greatmaul of massacre (56.5-84.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Nature/Master Power 56.5 - 84.8 Physical Uses 120% Mag, 41% Str Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +35 insidious poison Massive two-handed mauls. |
Windswept Shield (20 def, 10 armour, 18-25.2 power, 260 block) Windswept Shield (20 def, 10 armour, 18-25.2 power, 260 block)7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Mag, 31% Str Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +5.0% Block +260 Melee+ +10 cold While equipped: ----- def ----- Armour +10 Defense +20 (+10 eff.) Fatigue +10% Resists +35% lightning ---------- misc Talents +5 Block Masteries +0.20 Celestial/Ponx On block: 30% chance to electrocute the target. Evasive Gust: (Instant) Level 1.0 Pwr.cost 10 out of 10/10. Range 10 Travel.spd instantaneous Is a spell Description: Surround yourself with the whirling winds of Ponx, slowing incoming projectiles by 15%. In addition, you can send the winds out to instantly redirect a projectile to a new target. A pentagonal voratun shield, the crest it once bore long since worn away |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Achievements
Arena Battler 20 (Insane (Roguelike) difficulty)
Got to wave 20 in the arena.By Lint the Illim Mind Knight level 19
75th Pyre 122nd year of Ascendancy at 21:56 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lint the Illim Mind Knight level 10
74th Pyre 122nd year of Ascendancy at 21:40 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Lint the Illim Mind Knight level 20
76th Pyre 122nd year of Ascendancy at 00:35 see stats
Log
Lint hits Minotaur for 8 mind damage.
Closed gate hits Ziguranth warrior for 200 physical damage.
Minotaur hits Lint for (19 mitigated), 47 physical, (9 mitigated), 14 blight, (5 mitigated), 7 fire (67 total damage).
Lint is confused and fails to use Surge Self.
Red crystal casts Flame Bolt.
Lint is confused and fails to use Astral Blitz.
Mental Reach misses Minotaur.
Minotaur casts Rune: Invisibility.
Minotaur vanishes from sight.
Mental Reach hits Minotaur for 62 mind, 7 lightning (69 total damage).
Lint receives 19 healing from Biokinesis.
Red crystal's Flame Bolt hits Lint for 68 fire damage.
Fading hits Lint for 12 damage.
Burning from Red crystal hits Lint for 45 fire damage.
Lint the level 29 illim mind knight was combusted to death by a red crystal on level 35 of The Arena.
Burning from Red crystal killed Lint!
Lint deactivates Fortress of Will.
Lint deactivates Eldritch Combat.
Lint's ability to fight has recovered.
Lint stops burning.
Lint speeds up.
Lint seems more focused.
Lint deactivates Psychic Combat.
Lint deactivates Mental Reach.
Lint deactivates Biokinesis.
Lint deactivates Eldritch Aura.
Lint deactivates Telepathic Focus.
Lint deactivates Anime Style.
Lint fully returns to reality.






























