











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3Adventuring 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. 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: 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: 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. Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 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. 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. 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 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:
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 Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap 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: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dark Faerie |
| Class | Skirmisher |
| Level / Exp | 18 / 10% |
| Size | tiny |
| Lifes / Deaths | Killed by dreaming horror at level 18 on the 5th Flare 122nd year of Ascendancy at 14:04 4 / 1 |
Primary Stats
| Strength | 12 (base 13) |
| Dexterity | 67 (base 44) |
| Constitution | 8 (base 10) |
| Magic | 28 (base 10) |
| Willpower | 36 (base 31) |
| Cunning | 55 (base 44) |
Resources
| Life | 207/207 |
| Stamina | 216/216 |
| Healing Factor | 0.98314606741573 |
| Regeneration | 6.3816251228323 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 10 |
| See Stealth | 81.470155564056 |
| See Invisible | 71.470155564056 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 54 |
| Crit Chance | 43% |
| APR | 7 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| Blight | +3% |
| Physical | +11% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Darkness | +7% |
| Mind | +10% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 12 (70.376569037657%) |
| Defense | 55 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 37 |
| Mental Save | 43 |
Defense: Resistances
| Cold | + 39%( 70%) |
| Lightning | + 14%( 70%) |
| Darkness | + 24%( 76%) |
| Temporal | + 26%( 70%) |
| Blight | + 12%( 76%) |
| Physical | + 11%( 70%) |
| Fire | + 26%( 70%) |
| Acid | + 5%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (80% 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: 10 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (80% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Skirmisher - Slings | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Adventure / Partner | 1.00 |
| 0/19 |
| 0/32 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Race / Dark-faerie | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 9% of the way to your next Rank. You have killed: 5 Uniques 6 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Glorareta (0 def, 1 armour)2.0 T1 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +2 Mag +5 Con +6 Lck dps ---------- Dmg.mod +3% blight Res.pen +15% blight ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal Stealth +6 A pair of boots made of leather. |
| Quiver | Duvarim the pouch of iron shots (16/16, 16.5-19.8 power, 1 apr)3.0 T1 shot ammo [Random Unique] Nature/Master Power 16.5 - 19.8 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.1% dam / acc Apr +1 Crit +13.0% Capacity 16 Proj.spd +100% Ranged+ +14 insidious poison On Crit.r2 +16 physical On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
| Light source | Guardian's Bell Guardian's Bell1.0 lite [Unique] Nature While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.pwr +30 (+10 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. |
| On head | rough leather cap 'Yvybrevena' (8 def, 1 armour)2.0 T1 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Wil +3 Cun dps ---------- Res.pen +10% mind Acc +5 (+2 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +8 (+3 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +7% cold Crit.dmg- 15.00% Mind.save +6 (+2 eff.) Disarm- +10% Stun/Frz- +10% Knockbk- +20% ---------- misc Max.psi +10.00 Light +1 Breathe water A cap made of leather. |
| Tool | Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 119.47 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | Eritontir the copper ring0.1 T1 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Cun +5 Dex dps ---------- Mind.crit +1% Crit.mult +10.00% Dmg.mod +3% mind +11% physical Res.pen +5% temporal Acc +6 (+2 eff.) ----- def ----- Resists +11% physical ---------- misc Psi/ret +0.08 Max.hate +4.00 Rings can have magical properties. |
| Around neck | insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +11% cold Amulets can have magical properties. |
| In main hand | rough leather sling4.0 T1 sling 1H weapon [Normal] Mastery Sling Supremacy Acc+ +0.1% dam / acc Atk.spd 125% Range +6 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt of dampening1.0 T1 belt armor [Ego+] Nature While equipped: ----- def ----- Resists +5% acid +6% fire +5% lightning +6% cold A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Silikira the Cloudrebel (1 def, 0 armour)2.0 T1 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +9% S.pwr/crit +4 Dmg.mod +5% darkness Res.pen +7% darkness Melee Ret 8 blight On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +1 (+1 eff.) Resists +12% darkness +3% lightning Stealth +6 ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Yaretir the Chargeoblivion (7 def, 2 armour)9.0 T1 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Apr +6 Melee Ret 16 lightning On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +7 (+3 eff.) Fatigue +6% Resists +20% temporal ---------- misc Stam/turn +0.60 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 60 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
steel greatmaul (25-37.5 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Normal] Power 25.0 - 37.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
pouch of iron shots (16/16, 12-14.4 power, 1 apr)3.0 T1 shot ammo [Normal] Power 12.0 - 14.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
reinforced steel shield (6 def, 6 armour, 18.5-22.2 power, 60 block)7.0 T2 shield armor [Ego] Master When used to Attack: Power 18.5 - 22.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +60 While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
mindwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% 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. |
Mayugata the elm wand of conjuration [power 91] (10 cooldown)2.0 T1 wand charm [Random Unique] Arcane While equipped: Stats +1 Str +2 Dex +2 Wil dps ---------- Crit.mult +5.00% Dmg.mod +15% mind Res.pen +10% mind ---------- misc See.Invis +6 Talents +2 Strike +2 Void Blast +2 Volcano Cooldown Volcano -2 Strike -1 Fire a bolt of a random element with (base) damage 46 to 91 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. |
Achievements
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By Wagner the Dark Faerie Skirmisher level 14
8th Mirth 122nd year of Ascendancy at 08:24 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Wagner the Dark Faerie Skirmisher level 12
75th Pyre 122nd year of Ascendancy at 15:45 see stats
Level 10 (Uniques)
Got a character to level 10.By Wagner the Dark Faerie Skirmisher level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
The Arena (Uniques)
Unlocked Arena mode.By Wagner the Dark Faerie Skirmisher level 13
1st Mirth 122nd year of Ascendancy at 20:31 see stats
Log
Dreaming horror uses Distortion Wave.
Your shield crumbles under the damage!
The shield around Wagner crumbles.
Wagner is knocked back!
Wagner is stunned!
Dreaming horror hits Wagner for (72 absorbed), 34 physical (34 total damage).
You are asleep and unable to move!
Ravage from Dreaming horror hits Wagner for 50 physical damage.
Dreaming horror's maelstrom pulls Wagner in!
Dreaming horror's maelstrom hits Wagner for 34 physical damage.
Dreaming horror uses Sleep.
Wagner has been put to sleep.
You are asleep and unable to move!
Dreaming horror uses Mental Shielding.
Dreaming horror's mind is clear!
Wagner is no longer sleeping.
Ravage from Dreaming horror hits Wagner for 50 physical damage.
Dreaming horror's maelstrom pulls Wagner in!
Dreaming horror's maelstrom hits Wagner for 34 physical damage.
Wagner the level 18 dark faerie skirmisher was cleaved to death by a dreaming horror on level 1 of The Maze.
Wagner is no longer sleeping.
You have 4 life(s) left.
Wagner is no longer suffering from insomnia.
Wagner is no longer being ravaged.
Wagner is not stunned anymore.
Wagner is no longer distorted.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.



















































