






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 | Male |
| Race | Skeleton |
| Class | Deathknight |
| Level / Exp | 33 / 55% |
| Size | 3 (medium) |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 86 (base 56) |
| Dexterity | 41 (base 10) |
| Constitution | 65 (base 60) |
| Magic | 77 (base 60) |
| Willpower | 31 (base 12) |
| Cunning | 25 (base 10) |
Resources
| Life | 970/970 |
| Mana | 163/163 |
| Stamina | 138/138 |
| Soul | 10/10 |
| Healing Factor | 1.3510638297872 |
| Regeneration | 6.2824468085106 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 258 |
| Accuracy | 43 |
| Crit Chance | 22% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 105 |
| Accuracy | 43 |
| Crit Chance | 22% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +45% |
| Fire | +10% |
| Mind | +25% |
Offense: Damage Penetration
| Physical | +66% |
| Acid | +20% |
| Mind | +25% |
| Nature | +41% |
Defense: Base
| Armour (hardiness) | 53.157196329512 (100%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 0.10102031014688 |
| Physical Save | 66 |
| Spell Save | 66 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 10%( 50%) |
| Light | + 16%( 70%) |
| Cold | + 34%( 70%) |
| Darkness | + 35%( 70%) |
| Physical | + 46%(100%) |
| Fire | + 51%( 70%) |
| All | + 25%( 70%) |
Defense: Immunities
| Teleport Resistance | 82% |
| Stun Resistance | 41% |
| Bleed Resistance | 100% |
| Confusion Resistance | 25% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 41% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 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%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 370 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Terramancy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Terramorphism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Dread | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Desecration | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic might | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Terrakinesis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Soul | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Undeath | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Reaping | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| Spell / Soulforge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Eldritch Combat |
| talent | Spirit Feed |
| talent | Refine Ore |
| talent | Anime Style |
| talent | Earthen Body |
| talent | Verdant Blood |
| talent | Necrotic Aura |
| talent | Corpse Explosion |
| talent | Eldritch Aura |
| talent | Steelskin |
| talent | Shadow of Death |
| beneficial effect | Prevents the target from dying until they fall below -196 life. Soul Fragment |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 25% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 | Elylle (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +7 Dex +3 Mag +3 Cun +7 Lck dps ---------- S.pwr/crit +2 Res.pen +20% acid ----- def ----- Armour +3 Fatigue +3% Resists +5% cold +8% fire Stealth +7 ---------- misc Mana/turn +0.08 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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 | werebeast's dwarven-steel helm of knowledge (0 def, 4 armour)3.0 T3 head armor [Ego++] Nature/Psionic While equipped: Stats +3 Str +3 Dex +4 Wil +7 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists -25% light HP.reg +3.30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | volcanic ash wand of conjuration [power 169] (10 cooldown)2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +2 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 84 to 169 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | titan's gold ring of fire (+20%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +4 (+1 eff.) Rings can have magical properties. |
| On fingers | solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Rings can have magical properties. |
| Around waist | insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
| In main hand | voratun greatsword of rage (62-99.2 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 62.0 - 99.2 Physical Uses 170% Mag, 47% Str Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +20% physical Acc +12 (+3 eff.) ---------- misc Stam/ret +3.00 Massive two-handed swords. |
| In off hand | Ego Pierce (45-63 power, 6 apr) Ego Pierce (45-63 power, 6 apr)3.0 T5 longsword 2H weapon [Unique] Psionic Power 45.0 - 63.0 Psychic Uses 150% Mag, 39% Str Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +100 Psychic On Hit: * 15% chance to stun or confuse the target depending on psychic damage done; this will change the psychic damage type if subject to change While equipped: Stats +10 Mag +10 Wil dps ---------- Phys.crit +10.0% Mind.crit +10% Crit.mult +20.00% Dmg.mod +25% mind +25% physical Res.pen +25% mind +25% physical ----- def ----- Confus- +25% Recovers one point of power each time you move. Astral Jaunt: (Instant) Level 5.0 Pwr.cost 10 out of 10/10. Range 50 Travel.spd instantaneous Is a mind power Description: You are able to teleport yourself up to 50 tiles within line of sight. At raw talent level 2, you can teleport characters other than yourself. At raw talent level 3, you may teleport up to 5 separate targets per use of this talent, allowing you to reshape the battlefield to your liking. You cannot teleport the same target multiple times. At raw talent level 4, the range dramatically increases and you no longer need line of sight to the destination when teleporting yourself. Teleporting outside of line of sight is difficult; you can only make one teleport if you do so, and for it to work instantly you have to be at full health. Otherwise, there's a two turn delay before the teleport triggers. At raw talent level 5, you no longer need line of sight to the destination when teleporting others. This talent takes no time to use, unless you initiate more than one teleport. This talent can be triggered by Eldritch Combat. In this case, you make a single immediate teleport to a random opponent in your teleport range, make a bonus attack against it for 160% damage, and teleport back to your old position. This sudden attack can catch foes off-guard, giving a 90% chance of causing cross-tier brainlock or off-balance status (depending on if you are currently using telepathic or telekinetic effects). A slender rapier with a blade composed of blue crystal, this was the weapon of Elria Eagleheart in the Age of Dusk. It was said to be able to strike at the mind directly, disorienting those hit by it, and allow her to duel in four dimensions. After Elria passed away, the rapier was wielded by other mind knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
| Main armor | prismatic steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Ego] Arcane While equipped: ----- def ----- Armour +9 Defense +4 (+3 eff.) Fatigue +22% Resists +12% light +13% darkness A suit of armour made of metal plates. |
| Around neck | restful gold amulet of magic (+4)0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -4% HP.reg +1.10 Amulets can have magical properties. |
Inventory
lifebinding elm starstaff of invocation (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Ego++] Arcane/Nature Power 10.0 - 12.0 Physical Uses 130% Mag Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +14 (+3 eff.) S.pwr/crit +6 Dmg.mod +10% light ----- def ----- HP.reg +0.70 Heal.mod +13% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 2 cone, dealing 103.28 to 123.94 light damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood vilestaff of invocation (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +27 (+5 eff.) S.pwr/crit +9 Dmg.mod +25% blight +25% fire +25% darkness +25% acid ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 134.66 to 161.59 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
voratun battleaxe of ruin (58.5-87.75 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 58.5 - 87.8 Physical Uses 170% Mag, 47% Str Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Crit.mult +17.00% Apr +14 Massive two-handed battleaxes. |
dwarven-steel greatmaul of daylight (43-64.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 43.0 - 64.5 Physical Uses 170% Mag, 47% Str Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +7 light Against +7% Undead Massive two-handed mauls. |
arcing deep-steel trident of massacre (42-67.2 power, 10 apr)3.0 T3 trident 2H weapon [Ego] Arcane/Master Power 42.0 - 67.2 Physical Uses 170% Mag, 47% Str Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% Melee+ +19 lightning On Hit: * 25% chance for lightning to arc to a second target A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's stralite mace of disruption (38.5-53.9 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Disrupt/Master Power 38.5 - 53.9 Physical Uses 150% Mag, 39% Str Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Against +21% Unnatural On Hit: * disrupts spell-casting While equipped: Stats +5 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +11% physical ----- def ----- Disarm- +22% Blunt and deadly. |
Spelldrinker (27-35.1 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 18% Str, 155% Mag, 22% Dex Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
stralite mail armour of implacability (4 def, 15 armour)14.0 T4 heavy armor [Ego+] Master While equipped: ----- def ----- Armour +15 Defense +4 (+3 eff.) Fatigue +9% Phys.save +12 (+3 eff.) A suit of armour made of mail. |
Poluwen (5 def, 10 armour)14.0 T5 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +10 Defense +5 (+4 eff.) Fatigue +16% Resists +18% darkness +3% blight +17% fire +7% mind +17% light Mind.save +23 (+11 eff.) Blind- +25% Silence- +20% A suit of armour made of mail. |
scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +13.00 A pair of boots made of leather. |
pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor [Normal] While equipped: ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stabilizing hardened leather cap of dexterity (+3) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +3% Phys.save +14 (+3 eff.) A cap made of leather. |
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. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
636 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
ash totem of thorny skin [power 27] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Arena Battler 20 (Insane (Roguelike) difficulty)
Got to wave 20 in the arena.By Vein the Skeleton Deathknight level 16
76th Pyre 122nd year of Ascendancy at 00:08 see stats
Arena Battler 50 (Insane (Roguelike) difficulty)
Got to wave 50 in the arena.By Vein the Skeleton Deathknight level 30
79th Pyre 122nd year of Ascendancy at 06:45 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Vein the Skeleton Deathknight level 10
75th Pyre 122nd year of Ascendancy at 07:50 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Vein the Skeleton Deathknight level 20
76th Pyre 122nd year of Ascendancy at 20:01 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Vein the Skeleton Deathknight level 30
79th Pyre 122nd year of Ascendancy at 06:45 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Vein the Skeleton Deathknight level 33
1st Mirth 122nd year of Ascendancy at 01:30 see stats
Log
Vein receives 72 healing from Vein's verdant soil area effect.
You pickup 0.95 gold pieces.
There is an item here: greater elven-wood vilestaff of invocation (25-30 power, 5 apr, fire element)
Vein receives 72 healing from Vein's verdant soil area effect.
Vein picks up (b.): greater elven-wood vilestaff of invocation (25-30 power, 5 apr, fire element).
Vein receives 72 healing from Vein's verdant soil area effect.
Vein receives 72 healing from Vein's verdant soil area effect.
The shield around Vein crumbles.
Vein receives 72 healing from Vein's verdant soil area effect.
Vein receives 72 healing from Vein's verdant soil area effect.
Vein receives 72 healing from Vein's verdant soil area effect.
Talent Reaper's Shroud is ready to use.
Saving game...
Saving done.
Vein deactivates Earthen Body.
Vein deactivates Eldritch Aura.
Vein deactivates Anime Style.
Vein deactivates Eldritch Combat.
Vein deactivates Refine Ore.
Vein deactivates Steelskin.
Vein deactivates Shadow of Death.
Vein deactivates Corpse Explosion.
Vein deactivates Necrotic Aura.
Vein deactivates Spirit Feed.
Vein deactivates Verdant Blood.
























































