Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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. Zephyr 1.5.6 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:
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. 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. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. 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: Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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). 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. Bladebender 1.5.6 Spell Blade Class 1.5.10Adds a new class into the game, a mage warrior hybrid. There can never be enough hybrid classes, right? The Spell Blade is a warrior that uses magic in order to enforce their attacks with destructive spells. v2.0 is a revamped version and is incompatible with old save files (too many talents were changed to work in a different way). Contains 6 new categories. 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: 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. 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:
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 Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 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.
Spell Merchants 1.5.10
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Dread Necromancer 1.5.10The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. 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 Items Vault 1.5.0Donators/Buyers bonus! Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Faerie |
Class | Bladebender |
Level / Exp | 15 / 63% |
Size | tiny |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 25 (base 10) |
Constitution | 6 (base 10) |
Magic | 20 (base 10) |
Willpower | 50 (base 41) |
Cunning | 47 (base 41) |
Resources
Life | 510/510 |
Psi | 90/90 |
Healing Factor | 0.96590909090909 |
Regeneration | 0.43465909090909 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +99.452702679321% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 49 |
Accuracy | 37 |
Crit Chance | 32% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 37 |
Crit Chance | 32% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Light | +3% |
Darkness | +3% |
Blight | +12% |
Physical | +3% |
Mind | +5% |
Nature | +11% |
Offense: Damage Penetration
Physical | +5% |
Darkness | +6% |
Light | +10% |
Mind | +7% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 1 |
Physical Save | 58 |
Spell Save | 60 |
Mental Save | 64 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 41%( 85%) |
Physical | + 11%( 70%) |
Mind | + 11%( 70%) |
All | + 6%( 70%) |
Lightning | + 11%( 70%) |
Light | + 17%( 70%) |
Temporal | + 17%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Confusion Resistance | 23% |
Instadeath Resistance | 100% |
Poison Resistance | 5% |
Knockback Resistance | 0% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% 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. |
Class Talents
Psionic / Blade offense | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Psionic / Projection | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Psionic / Blade defense | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Blade bending | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Psionic / Augmented mobility | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Race / Faerie | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Air Parry |
talent | Skate |
talent | Charged Aura |
talent | Kinetic Aura |
talent | Beyond the Flesh |
beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +34% Defense: +18 Avoidance of some traps. |
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 |
Escort the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire) | active |
A compliation of all your achievements earnt. Heroic AchievementsYou are 13% of the way to your next Rank. You have killed: 15 Uniques 2 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 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 within6 lumberjacks have died. | done |
Equipment
Psionic focus | Smoldervein the iron dagger (101% power, 5 apr) Smoldervein the iron dagger (101% power, 5 apr)1.0 T1 dagger 1H weapon [Random Unique] Arcane Power 101% Range: 1.3x Uses 27% Wil, 27% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 temporal +8 fire On Crit.r2 +8 fire On Hit: * 5% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: Stats +1 Str +1 Cun dps ---------- Melee Ret 6 temporal ----- def ----- Fatigue -4% Resists +6% temporal ---------- misc See.Invis +6 Sharp, short and deadly. |
Light source | Guardian's Bell Guardian's Bell1.0 lite [Unique] Nature While equipped: Stats +5 Dex +5 Mag dps ---------- Acc +15 (+5 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +25% blight Res.Cap +15% blight ---------- 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 | iron helm 'Gilurab' (0 def, 3 armour) iron helm 'Gilurab' (0 def, 3 armour)3.0 T1 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +3% acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +12% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron pickaxe 'Galirorion' (dig speed 24 turns) iron pickaxe 'Galirorion' (dig speed 24 turns)3.0 T1 digger tool [Random Unique] Nature While equipped: Stats +1 Str +7 Wil ----- def ----- Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +13 (+3 eff.) Max.HP +93.00 ---------- misc Light +3 Telepathy Humanoid/Orc While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Glittercast the copper ring Glittercast the copper ring0.1 T1 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +1 Dex dps ---------- Phys.pwr +4 (+1 eff.) Melee+ 25 light Ranged+ 22 light Dmg.mod +3% light Res.pen +10% light +5% physical On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 12% chance to blind ----- def ----- Armour +6 Mind.save +6 (+2 eff.) Die.at -60.00 life Confus- +23% Rings can have magical properties. |
On fingers | wizard's copper ring wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+1 eff.) Rings can have magical properties. |
Around waist | Aerythra the rough leather belt Aerythra the rough leather belt1.0 T1 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag dps ---------- Crit.mult +5.00% Mind.pwr +4 (+1 eff.) Phasing +20% ----- def ----- Phys.save +6 (+2 eff.) Heal/summ +20 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.14 Psi/ret +0.08 Max.mana +44.00 A belt that goes around your waist. |
In main hand | steel dagger 'Loamterror' (103% power, 6 apr) steel dagger 'Loamterror' (103% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Psionic Power 104% Range: 1.3x Uses 27% Wil, 27% Cun Dmg Lightning Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 lightning +24 nature On Hit.r1 +8 nature On Hit: * 20% chance to daze at end of turn * 25% chance for lightning to arc to a second target * 20% chance to torment the target While equipped: dps ---------- Res.pen +7% mind +6% darkness On Hit (Melee): * Slows global speed by 15% Sharp, short and deadly. |
On hands | Voidroar the iron gauntlets (0 def, 4 armour) Voidroar the iron gauntlets (0 def, 4 armour)1.5 T1 hands armor [Random Unique] Master/Psionic While equipped: dps ---------- Melee+ 6 mind Dmg.mod +5% mind +3% darkness ----- def ----- Armour +4 Resists +6% mind +12% light Mind.save +7 (+2 eff.) Max.HP +42.00 Poison- +5% Knockbk- +10% Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | flaming steel dagger (102% power, 6 apr) flaming steel dagger (102% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 102% Range: 1.3x Uses 27% Wil, 27% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 fire Sharp, short and deadly. |
Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour) enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Offalwreck the linen robe (0 def, 0 armour) Offalwreck the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +12% blight +3% physical +11% nature ----- def ----- Resists +22% nature +12% blight Phys.save +6 (+2 eff.) Max.HP +30.00 HP.reg +0.20 ---------- misc Stam/turn +0.60 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
iron dagger (100% power, 5 apr) iron dagger (100% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 100% Range: 1.3x Uses 27% Wil, 27% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (102% power, 5 apr) iron dagger (102% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 102% Range: 1.3x Uses 27% Wil, 27% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (101% power, 5 apr) iron dagger (101% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 101% Range: 1.3x Uses 27% Wil, 27% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of erosion (102% power, 5 apr) iron dagger of erosion (102% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature Power 102% Range: 1.3x Uses 27% Wil, 27% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature +4 temporal Sharp, short and deadly. |
thought-forged iron dagger of erosion (100% power, 5 apr) thought-forged iron dagger of erosion (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Psionic Power 100% Range: 1.3x Uses 27% Wil, 27% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 temporal +5 mind +4 nature On Hit: * 9% chance to cause random gloom While equipped: Stats +2 Cun +1 Wil Sharp, short and deadly. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen wizard hat 'Flashhash' (1 def, 0 armour) linen wizard hat 'Flashhash' (1 def, 0 armour)2.0 T1 head armor [Random Unique] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +11% light +9% lightning Res.pen +25% lightning Melee Ret 4 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +1 (+1 eff.) Resists +16% light +9% lightning A pointy cloth hat, very wizardly... |
Glita the Noondare Glita the Noondare2.0 T1 lite [Random Unique] Nature/Master While equipped: Stats +3 Dex +3 Mag +2 Con dps ---------- Melee Ret 4 light ----- def ----- Phys.save +7 (+2 eff.) Heal.mod +12% ---------- misc Light +5 Infravis +1 Telepathy Demon/Minor Demon/Major 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. |
Rhadir Rhadir2.0 T1 lite [Random Unique] Nature While equipped: ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +3% nature +3% temporal Phys.save +16 (+4 eff.) Mind.save +3 (+1 eff.) Heal.mod +25% Stun/Frz- +20% ---------- 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. |
brass lantern 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) 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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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 (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
iron torque of mindblast 'Stokebone' [power 85] (6 cooldown) iron torque of mindblast 'Stokebone' [power 85] (6 cooldown)2.0 T1 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% arcane +15% fire Melee Ret 8 arcane ----- def ----- Resists +5% arcane ---------- misc Wards +2 physical +2 mind +2 darkness Talents +1 Ward Fire a blast of psionic energies in a range 8 beam dealing 42.50 to 85.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Apic the Faerie Bladebender level 15
1st Dusk 122nd year of Ascendancy at 22:40 see stats
By Apic the Faerie Bladebender level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Apic the Faerie Bladebender level 14
79th Pyre 122nd year of Ascendancy at 17:01 see stats
Log
You gain 0.37 gold from the transmogrification of grounding rough leather belt.
You gain 1.76 gold from the transmogrification of spiked iron mail armour of acid resistance (2 def, 4 armour).
You gain 1.11 gold from the transmogrification of iron mail armour of lightning resistance (2 def, 4 armour).
You gain 10.13 gold from the transmogrification of iron mail armour 'Salyriarin' (2 def, 8 armour).
You gain 1.03 gold from the transmogrification of spiked rough leather armour (1 def, 2 armour).
You gain 0.63 gold from the transmogrification of spellwoven linen robe (0 def, 0 armour).
You gain 0.77 gold from the transmogrification of iron shield of fire resistance (+16%) (4 def, 2 armour, 18.5 block).
You gain 0.25 gold from the transmogrification of elm longbow.
You gain 2.26 gold from the transmogrification of voratun steamsaw of cold resistance (+15%) (151% power, 25 apr).
You gain 0.57 gold from the transmogrification of iron steamsaw of cold resistance (+16%) (102% power, 0 apr).
You gain 1.14 gold from the transmogrification of slime-covered iron dagger (102% power, 5 apr).
You gain 8.73 gold from the transmogrification of Jetdeath the iron mace (105% power, 2 apr).
You gain 3.02 gold from the transmogrification of hateful iron longsword of dampening (105% power, 2 apr).
You gain 0.45 gold from the transmogrification of iron greatsword of massacre (126% power, 1 apr).
You gain 15.28 gold from the transmogrification of Emiyagakira (121% power, 1 apr).
You gain 2.41 gold from the transmogrification of iron battleaxe of vileness (104% power, 1 apr).
You gain 11.44 gold from the transmogrification of iron battleaxe 'Strikebile' (126% power, 1 apr).
You gain 1.66 gold from the transmogrification of elm starstaff of projection (100% power, 2 apr, light element).
You gain 0.25 gold from the transmogrification of elm starstaff (100% power, 2 apr, darkness element).
You gain 11.23 gold from the transmogrification of Iveba the elm magestaff (100% power, 2 apr, lightning element).
You gain 1.87 gold from the transmogrification of clarifying copper amulet of strength (+2).
You gain 1.12 gold from the transmogrification of sun infusion of the warrior (rad 5; power 29; turns 5; dispels darkness).
There is a way to the previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Apic deactivates Air Parry.
Apic deactivates Charged Aura.
Apic deactivates Kinetic Aura.
Apic deactivates Skate.
Apic deactivates Beyond the Flesh.