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. Mana Surgery 1.2.3This addon attempts to reimagine Spell/Arcane tree to make it "click" together a bit better. 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. 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. 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; 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 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 !! 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): Call of The Divine 1.2.3This addon revamps the Divination tree to make its ease of use match its usefulness. 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. 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. 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 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. 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. 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 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. 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 | 17 / 40% |
| Size | small |
| Lifes / Deaths | Killed by skeleton mage at level 17 on the 75th Pyre 122nd year of Ascendancy at 20:57 / 1 |
Primary Stats
| Strength | 44 (base 18) |
| Dexterity | 32 (base 29) |
| Constitution | 30 (base 34) |
| Magic | 32 (base 31) |
| Willpower | 10 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -5175/537 |
| Mana | 59/196 |
| Stamina | 108/108 |
| Healing Factor | 1.1017532043077 |
| Regeneration | 23.195944831279 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +23.408645474249% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 46 |
| Crit Chance | 14% |
| APR | 16 |
| Speed | 0.86 |
Offense: Spell
| Spellpower | 31.415044115271 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13.4 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 27.42 (81.030927835052%) |
| Defense | 12.2 |
| Ranged Defense | 12.2 |
| Fatigue | 10.008956796628 |
| Physical Save | 39.865044115271 |
| Spell Save | 25.765044115271 |
| Mental Save | 17.1 |
Defense: Immunities
| Stun Resistance | 80% |
| Bleed Resistance | 27% |
| Pinning Resistance | 60% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 19% |
Inscriptions (3/3)
| 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Spell / Phoenix Fire | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Armor forging | 1.40 |
| 3/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Bloodthirst | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon forging | 1.40 |
| 3/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forge powers | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Theoretical Adventuring | 1.00 |
| 0/1 |
| 1/1 |
| 1/1 |
| 0/1 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Forger's endurance | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Practical Adventuring | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 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 target is recovering 27 life each turn. Recovery |
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
| 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 | savior's steel ring of time (+11%) savior's steel ring of time (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% temporal Changes damage: +11% temporal Physical save: +8 Spell save: +6 Mental save: +8 Rings can have magical properties. |
| On fingers | marksman's copper ring of perseverance marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. |
| Around neck | restful copper amulet of constitution (+2) restful copper amulet of constitution (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Con Life regen: +1.20 Amulets can have magical properties. |
| In main hand | forged steel battleaxe (35.7-53.55 power, 16 apr) forged steel battleaxe (35.7-53.55 power, 16 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: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +35 Armour Penetration: +16 Physical crit. chance: +12.0% Attack speed: 116% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +22 nature When wielded/worn: Changes damage: +13% physical Massive two-handed battleaxes. |
| 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. |
| Around waist | rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 A belt that goes around your waist. |
| 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% Damage when hit (Melee): 11 physical Changes resistances: +13% nature Physical save: +15 Cut immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +27% Life regen: +3.15 Maximum life: +96.00 A suit of armour made of metal plates. |
Inventory
insidious poison infusion (13 nature damage, 21% healing reduction) insidious poison infusion (13 nature damage, 21% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 13.00 nature damage per turns for 7 turns, and reducing the target's healing received by 21%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
sun infusion (rad 5; power 21; turns 5; dispells darkness) sun infusion (rad 5; power 21; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns.Additionally, it will throw enemies targeting you off your tracks. 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. |
flaming steel dagger (13-16.9 power, 6 apr) flaming steel dagger (13-16.9 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire Sharp, short and deadly. |
elm greatclub of persecution (15.5-23.25 power, 1 apr) elm greatclub of persecution (15.5-23.25 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 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% Damage against: +8% Unnatural When wielded/worn: Changes stats: +3 Wil Massive two-handed clubs. |
forged iron greatmaul (29.7-44.55 power, 6 apr) forged iron greatmaul (29.7-44.55 power, 6 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: 29.7 - 44.5 Uses stat: 128% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +6 Physical crit. chance: +2.5% Attack speed: 105% Massive two-handed mauls. |
iron longsword (11-15.4 power, 2 apr) iron longsword (11-15.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (10.5-14.7 power, 2 apr) iron longsword (10.5-14.7 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
balanced iron mace (12-16.8 power, 2 apr) balanced iron mace (12-16.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +6 Defense: +5 Blunt and deadly. |
steel mace of projection (11.5-16.1 power, 3 apr) steel mace of projection (11.5-16.1 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% 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. Blunt and deadly. |
dueling iron swordbreaker (7.5-9.75 power, 2 apr) dueling iron swordbreaker (7.5-9.75 power, 2 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. 0.70 Ego Multiplier. Type: weapon / swordbreaker ; tier 1 Base power: 7.5 - 9.8 Uses stats: 40% Dex, 40% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +1.0% disarm chance / acc Accuracy bonus: +1.0% acc reduction chance / acc (2 acc 15 max 2 dur) Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Defense: +2 Changes stats: +1 Dex A small blade with many notches along its edge. |
forged coral trident (22.1-35.36 power, 20 apr) forged coral trident (22.1-35.36 power, 20 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 22.1 - 35.4 Uses stat: 131% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +35 Armour Penetration: +20 Physical crit. chance: +13.5% Attack speed: 116% Damage (Melee): +9 mind / +31 cold When wielded/worn: Changes damage: +17% cold It can be used to project an attack as mind damage doing 150%% weapon damage at range 10, costing 6 power out of 6/6. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming iron waraxe of massacre (17.5-24.5 power, 2 apr) flaming iron waraxe of massacre (17.5-24.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +6 fire One-handed war axes. |
restful hardened leather gloves (0 def, 2 armour) restful hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Life regen: +1.40 Stamina each turn: +0.50 Maximum stamina: +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
forged iron mail armour (3 def, 8.5 armour) forged iron mail armour (3 def, 8.5 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +12% Changes resistances: +5% fire Cut immunity: +12% Pinning immunity: +12% Stun/Freeze immunity: +12% A suit of armour made of mail. |
cleansing iron plate armour (3 def, 7 armour) cleansing iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +11% nature / +11% blight A suit of armour made of metal plates. |
iron shield (4 def, 2 armour, 8.5 dam, 19 block) iron shield (4 def, 2 armour, 8.5 dam, 19 block)Requires: - Strength 11 - Talent Armour Training (level 2) Alternately Requires: - Strength 11 - Talent Shield Mastery (level 1) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield of purity (4 def, 7 armour, 8.5 dam, 49.5 block) reinforced iron shield of purity (4 def, 7 armour, 8.5 dam, 49.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Alternately Requires: - Strength 11 - Talent Shield Mastery (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +50 When wielded/worn: Armour: +7 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +10% nature / +11% blight Talent granted: +1 Block Handheld deflection devices. |
quiver of elm arrows (14/14, 15-21 power, 5 apr) quiver of elm arrows (14/14, 15-21 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 14 Arrows are used with bows to pierce your foes to death. |
66 alchemist agate 66 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. |
arcane ash wand of clairvoyance [power 10] (6 cooldown) arcane ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Su'Rah the Gnome Forge Knight level 10
75th Pyre 122nd year of Ascendancy at 03:17 see stats
Log
Cutpurse hits Su'Rah for 10 physical damage.
Su'Rah hits Cutpurse for 91 physical damage.
Su'Rah killed Cutpurse!
You pickup 0.65 gold pieces.
You pickup 0.70 gold pieces.
Green ooze splits in two!
Your score multiplier increases by 0.1!
Su'Rah casts Solar Bolt.
Su'Rah hits Green ooze for 42 physical, 10 acid, 22 nature (75 total damage).
Su'Rah hits Degenerated skeleton warrior for 51 fire, 51 light (101 total damage).
Talent Solar Bolt is ready to use.
Su'Rah killed Green ooze!
The gates close!
Skeleton mage misses Su'Rah.
Su'Rah hits Skeleton mage for 91 physical, 8 acid, 22 nature, 28 arcane (150 total damage).
Su'Rah performs a melee critical strike against Skeleton mage!
You collect a new ingredient: skeleton mage skull.
Skeleton mage casts Manathrust.
Skeleton mage's spell attains critical power!
Skeleton mage's spell attains critical power!
Su'Rah is recovering from the damage!
Skeleton mage hits Su'Rah for 145 arcane, 5567 arcane (5711 total damage).
Su'Rah hits Skeleton mage for 140 physical damage.
Su'Rah the level 17 gnome forge knight was mana-torn to mana-shreds by a skeleton mage (yet again) on level 17 of The Arena.
Su'Rah killed Skeleton mage!
Skeleton mage killed Su'Rah!
