










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. 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. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Bastion 1.5.10A complete rework for Bulwark. 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). Astromancer Class 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 Glutton Additions 1.5.10Adds to glutton class, reorders class generics, and mods glutton talents. Requires orcs dlc for new steam resource. Requires Glutton mod https://te4.org/games/addons/tome/glutton. Better Sounds Mod 1.5.10Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: 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 Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3White 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. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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: 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 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Bladebender 1.5.6 Everything is Unique 1.5.2Bite-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. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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: 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. Faerie Race 1.5.2This 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 Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Inferno Forger 1.5.0Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Myth's Minimalist UI 1.5.9This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Better Item Description 1.5.5This 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 Revised Alchemist 1.5.5Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system, with some other quality of life changes. Idea is to make mana the limiting factor of alchemists, Overall : Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which is a bomb explosion compressed to a single tile. Range scales with talent level. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : New tree : Stone Alchemy : Changelog: 0.9.1 0.9.0 0.8.9 0.8.8 0.8.6 0.8.4: 0.8.3 0.8.2: 0.8.1: 0.8.0- 0.7.1 0.7.0 - 0.6.0- New locked tree : Jewelcraft. A tree that enables an arcane damage throw bomb infusion and a powerful flat damage reduction ability that is further improved by other abilities in the tree. "Aether Infusion" 0.5.0 - Full Changes Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dark Faerie |
| Class | Mana Knight |
| Level / Exp | 30 / 66% |
| Size | tiny |
| Lifes / Deaths | Killed by Silynn the slimy ooze at level 30 on the 29th Dusk 122nd year of Ascendancy at 09:49 / 1 |
Primary Stats
| Strength | 40 (base 19) |
| Dexterity | 40 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 106 (base 59) |
| Willpower | 82 (base 59) |
| Cunning | 84 (base 60) |
Resources
| Life | -156/516 |
| Mana | 428/638 |
| Stamina | 228/250 |
| Healing Factor | 1.41375 |
| Regeneration | 37.5350625 |
Speed
| Mental | +130.35917284134% |
| Attack | 0% |
| Movement | +10% |
| Spell | +260.71834568268% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 9 |
| See Stealth | 80.211426567997 |
| See Invisible | 86.211426567997 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 153 |
| Accuracy | 58 |
| Crit Chance | 105% |
| APR | 7 |
| Speed | 0.43 |
Offense: Spell
| Spellpower | 83 |
| Crit Chance | 100% |
| Speed | 0.27722460251015 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 85% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +213% |
| Blight | +217% |
| Arcane | +268% |
| Cold | +234% |
| All | +207% |
| Lightning | +234% |
| Physical | +260% |
| Darkness | +217% |
| Fire | +213% |
| Mind | +251% |
Offense: Damage Penetration
| Acid | +15% |
| Light | +10% |
| Blight | +5% |
| Arcane | +75% |
| Mind | +30% |
| Physical | +33% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 65 |
| Spell Save | 78 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | +100%(106%) |
| Arcane | +100%(100%) |
| Mind | + 27%( 70%) |
| All | 0%( 70%) |
| Physical | + 34%( 70%) |
| Lightning | + 28%( 70%) |
| Light | -9%( 70%) |
| Temporal | + 91%(100%) |
| Darkness | + 18%( 76%) |
| Cold | + 18%( 70%) |
| Fire | + 6%( 70%) |
| Nature | -20%( 50%) |
Defense: Immunities
| Pinning Resistance | 36% |
| Disarm Resistance | 35% |
| Confusion Resistance | 95% |
| Silence Resistance | 96% |
| Stun Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 32% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (43% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 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 150 damage for 5 turns. |
Class Talents
| Spell / Magical Fundamentals | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Arcane Expertimentation | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Arcane | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Aether | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Mana Flare | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dark-faerie | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Adventure / Partner | 1.00 |
| 0/26 |
| 0/54 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Technique / Weapons Master | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Eldritch Combat |
| talent | Fiddling With Chance |
| talent | Practicing With Wards |
| talent | Pure Aether |
| talent | Anime Style |
| talent | Arcane Power |
| talent | Eldritch Aura |
| talent | Experimental Safeguards |
| talent | Messing With Time |
| detrimental effect | The target is on fire, taking 41.75 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| beneficial effect | Filled with pure aether forces! Aether Avatar |
| detrimental effect | The target is poisoned and sick, doing 14.91 nature damage per turn. Each time it tries to use a talent there is 10% chance of failure. Crippling Poison |
| beneficial effect | The target is the epicenter of a terrible arcane storm, he gets +106% arcane resistance. Arcane Storm |
| beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +261% Combat Speed: +130% All Damage: +187% |
| beneficial effect | Your power flares, boosting various stats by 20%. Eldritch Surge |
| detrimental effect | Your strength is fading, causing you to take 22.40 damage each turn. Fading |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 26% of the way to your next Rank. You have killed: 23 Uniques 10 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Boltvortex' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Lck +5 Dex dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Dmg.mod +6% arcane +9% lightning Res.pen +10% arcane +8% physical ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +18% lightning Stealth +8 Silence- +26% Confus- +26% Stun/Frz- +38% A pair of boots made of leather. |
| On hands | Xanoselaith (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +4 Str +4 Dex +8 Mag +4 Cun dps ---------- Spell.crit +4% Crit.mult +10.00% Melee+ 9 mind 9 cold Dmg.mod +7% cold +8% arcane +8% mind Res.pen +5% arcane Phasing +10% Melee Ret 4 arcane ----- def ----- Armour +2 Resists +7% mind +8% cold Phys.save +7 (+1 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 19.5 - 27.3 Physical Uses 14% Dex, 40% Cun, 80% Mag 14% Str Acc+ +0.1% dam / acc Acc +9 Apr +9 Crit +15.0% Atk.spd 83% Melee+ +10 arcane On Crit.r2 +9 ice +7 arcane +10 mind On Hit: 10% Ice Breath 3 On Hit: 20% Psychic Lobotomy 3 On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Aeralaith the Blackedge (0 def, 3 armour)3.0 T1 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +2 Dex +2 Cun +4 Con dps ---------- Crit.mult +6.00% Phys.pwr +8 (+2 eff.) On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +5% Resists -18% light +1% physical HP.reg +1.70 ---------- misc Stam/turn +0.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Cyronn the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Random Unique] Master While equipped: Stats +7 Str +1 Con dps ---------- Dmg.mod +3% physical Res.pen +5% mind Apr +1 Melee Ret 12 physical ----- def ----- Armour +2 Fatigue -5% Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Noonfury'0.1 T2 ring jewelry [Random Unique] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +12.00% Dmg.mod +16% physical Acc +2 (+0 eff.) Melee Ret 4 light ----- def ----- Resists +3% light +13% physical Phys.save +3 (+0 eff.) Max.HP +59.00 HP.reg +0.70 Heal.mod +13% Rings can have magical properties. |
| On fingers | stralite ring 'Salata'0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +12% arcane Res.pen +10% arcane +15% acid Melee Ret 12 arcane 4 acid ----- def ----- Resists +5% arcane +6% acid Mind.save +7 (+2 eff.) Max.HP +34.00 Silence- +24% Disarm- +35% Confus- +44% Pinning- +36% Knockbk- +32% ---------- misc Mana/turn +0.18 Rings can have magical properties. |
| Around neck | stralite amulet 'Hathadrarolin'0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Dex +3 Mag +8 Cun +14 Con dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Mov.spd +10% Dmg.mod +6% acid +6% fire +7% lightning +7% cold Res.pen +5% blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -8% Resists +9% mind Spell.save +20 (+4 eff.) HP.reg +0.90 ---------- misc Stam/turn +0.70 Mana/turn +0.12 Max.mana +60.00 Masteries +0.27 Technique/Shield offense +0.27 Technique/Two-handed assault Amulets can have magical properties. |
| In main 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 100% Mag, 35% 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 Wil +10 Mag 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 9 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 | Guta the cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +13 Mag +6 Wil +3 Cun dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +11% lightning +9% physical +11% mind +13% cold ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Resists +13% blight +10% cold +11% mind +10% lightning Mind.save +20 (+5 eff.) Max.HP +58.00 HP.reg +3.00 Heal.mod +19% ---------- misc Infravis +1 See.Invis +6 Telepathy Demon/Minor Demon/Major A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Guardian's Bell Guardian's Bell1.0 lite [Unique] Nature While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.pwr +30 (+6 eff.) ----- def ----- Resists +12% blight +12% darkness Res.Cap +6% blight +6% darkness ---------- misc Light +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
Inventory
Lightningwoe0.1 T1 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +10 (+3 eff.) Phys.spd +10% Dmg.mod +14% physical Apr +3 Melee Ret 8 lightning ----- def ----- Resists +5% physical Max.HP +10.00 Heal.mod +10% ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
Velenor the Shinerazor (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Random Unique] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 40% chance to blind While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane Res.pen +10% light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +6% light +3% blight ---------- misc Mana/turn +0.14 Max.mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatsword of paradox (36-57.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 36.0 - 57.6 Physical Uses 120% Mag, 42% Str Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 temporal While equipped: dps ---------- Melee Ret 10 temporal ----- def ----- Resists +10% temporal Massive two-handed swords. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazewhisper (9 def, 8 armour)14.0 T1 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun +1 Mag dps ---------- S.pwr/crit +6 Dmg.mod +9% lightning Melee Ret 8 blight ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +12% Resists +3% lightning Spell.save +12 (+3 eff.) Mind.save +11 (+3 eff.) Max.HP +48.00 HP.reg +1.30 Heal.mod +14% A suit of armour made of mail. |
steel mail armour 'Aeryyavea' (2 def, 6 armour)14.0 T2 heavy armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +1% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +9% blight ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +19% temporal +18% cold Spell.save +30 (+6 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +40.00 A suit of armour made of mail. |
pair of iron boots 'Glowfist' (0 def, 3 armour)3.0 T1 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +12% temporal Res.pen +5% temporal On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Phys.save +10 (+2 eff.) Mind.save +12 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayyda (6 def, 1 armour)1.0 T1 hands armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +6% Mind.crit +6% Crit.mult +6.00% Melee+ 6 nature Dmg.mod +4% nature Melee Ret 8 mind ----- def ----- Armour +1 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +3% blight +6% temporal +6% nature +9% acid Stun/Frz- +10% Unarmed combat: Power 13.0 - 14.3 Physical Uses 14% Dex, 40% Cun, 80% Mag 14% Str Acc+ +0.2% crit / acc Apr +1 Crit +6.0% Atk.spd 100% On Crit.r2 +6 nature On Hit: 10% Poison Breath 1 On Crit: 20% Cripple 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 14% Str, 14% Dex, 80% Mag 40% Cun Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 100% Dmg.conv 40% item nature slow On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
iron helm 'Nightsmash' (5 def, 8 armour)3.0 T1 head armor [Random Unique] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +15% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +5% Resists +6% blight +3% temporal +3% all Phys.save +7 (+1 eff.) Mind.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (400/400)2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Roguelike) (Uniques)
Killed Ben Cruthdar the Cursed.By Insanity the Dark Faerie Mana Knight level 27
10th Flare 122nd year of Ascendancy at 09:07 see stats
Fast Curse Dispel (Roguelike) (Uniques)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Insanity the Dark Faerie Mana Knight level 27
10th Flare 122nd year of Ascendancy at 09:07 see stats
Level 10 (Roguelike) (Uniques)
Got a character to level 10.By Insanity the Dark Faerie Mana Knight level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Roguelike) (Uniques)
Got a character to level 20.By Insanity the Dark Faerie Mana Knight level 20
3rd Mirth 122nd year of Ascendancy at 14:32 see stats
Level 30 (Roguelike) (Uniques)
Got a character to level 30.By Insanity the Dark Faerie Mana Knight level 30
20th Dusk 122nd year of Ascendancy at 12:04 see stats
Size is everything (Roguelike) (Uniques)
Did over 1500 damage in one attack.By Insanity the Dark Faerie Mana Knight level 25
4th Mirth 122nd year of Ascendancy at 19:25 see stats
Size matters (Roguelike) (Uniques)
Did over 600 damage in one attack.By Insanity the Dark Faerie Mana Knight level 18
3rd Mirth 122nd year of Ascendancy at 11:14 see stats
Treasure Hunter (Roguelike) (Uniques)
Amassed 1000 gold pieces.By Insanity the Dark Faerie Mana Knight level 27
5th Flare 122nd year of Ascendancy at 12:44 see stats
Log
Fading hits Insanity for 4 damage.
Insanity hits Insanity for (29 absorbed) damage.
Insanity casts Aether Avatar.
Insanity picks up (d.): dwarven-steel greatsword of paradox (36-57.6 power, 2 apr).
You pickup 0.85 gold pieces.
Insanity is poisoned!
Silynn the slimy ooze uses Slime Spit.
Your shield crumbles under the damage!
The shield around Insanity crumbles.
Insanity's arcane area effect hits Insanity for 8 arcane damage.
Silynn the slimy ooze's caustic mire area effect hits Insanity for (7 absorbed), (12 mitigated), 89 acid (89 total damage).
Fading hits Insanity's Clone for 27 damage.
Crippling Poison from Poison ooze hits Insanity for 18 nature damage.
Crippling Poison from Poison ooze hits Insanity's Clone for (18 mitigated), 0 nature (0 total damage).
Fading hits Insanity for 23 damage.
Insanity's arcane area effect hits Insanity for 9 arcane damage.
Insanity's Clone's arcane area effect hits Golem (servant of Silynn the slimy ooze) for 5 arcane damage.
Insanity's Clone casts Aether Beam.
Insanity's Clone's spell attains critical power!
Insanity's Clone's aether beam hits Golem (servant of Silynn the slimy ooze) for 10 arcane damage.
Insanity's Clone's aether beam hits Golem (servant of Silynn the slimy ooze) for 10 arcane damage.
Silynn the slimy ooze casts Flame.
Insanity is on fire!
Silynn the slimy ooze hits Insanity's Clone for (35 mitigated), 85 fire (85 total damage).
Silynn the slimy ooze hits Insanity for (22 mitigated), 98 fire (98 total damage).
Silynn the slimy ooze killed Insanity's Clone!
Insanity's Clone's aether beam hits Golem (servant of Silynn the slimy ooze) for 10 arcane damage.
Saving game...













































