










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Spellsword 1.5.3Items Vault 1.5.0Donators/Buyers bonus! Adventuring Party 1.5.1Tired 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. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Reworked Higher Racials 1.5.2Reworks the Higher racial tree. Gift of the Highborn: For the next 10 turns, heal whenever you use a talent, based on its cost. Overseer of Nations: Unchanged, except for removing the Sight Radius increase. Tended to make playing just more awkward in regards to autoexplore and range 10 talents. Born into Magic: Passively convert some of your Willpower into Magic. At higher Talent Levels, increase the effect of Magic on your spellsave. Highborn's Bloom: Gain increased Max Life, Heal Mod %, and Life Regen. Greatly scales with Willpower. Arcane Combat Tweaks 1.5.0Tweaks to the Arcane Command configuration dialog. Notable features:
Stop Hitting Yourself! 1.5.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Gladiator 1.5.2Adds 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. NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Playable Naloren Race 1.4.8Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. |
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Nalore |
| Class | Adventurer |
| Level / Exp | 43 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 1 / 0 |
Primary Stats
| Strength | 36 (base 26) |
| Dexterity | 25 (base 18) |
| Constitution | 55 (base 46) |
| Magic | 110 (base 52) |
| Willpower | 51 (base 41) |
| Cunning | 28 (base 18) |
Resources
| Life | 978/978 |
| Mana | 392/392 |
| Healing Factor | 1.02 |
| Regeneration | 0.255 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +125% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 8.1213092237583 |
| See Invisible | 33.875387042631 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 92 |
| Accuracy | -1 |
| Crit Chance | 16% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +31% |
| Arcane | +24% |
| Cold | +37% |
| All | +12% |
| Lightning | +37% |
| Light | +61% |
| Physical | +22% |
| Mind | +30% |
| Darkness | +37% |
Offense: Damage Penetration
| Cold | +10% |
| Lightning | +10% |
| Fire | +15% |
| Light | +25% |
Defense: Base
| Armour (hardiness) | 43.561980583402 (60.232639266037%) |
| Defense | 37 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 61 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Light | + 36%( 70%) |
| Mind | + 28%( 70%) |
| Cold | + 35%( 70%) |
| Arcane | + 43%( 70%) |
| Fire | + 29%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Pinning Resistance | 90% |
| Bleed Resistance | 80% |
| Confusion Resistance | 15% |
| Fear Resistance | 15% |
| Knockback Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 874 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 717 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Arcane | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 1/50 |
| 1/50 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Spell / Staff magic | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Divination | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Naloren | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Through The Crowd |
| talent | Adventure Friendly Fire Disabler |
| talent | Arcane Harmony |
| talent | Keen Senses |
| talent | Staff Warding |
| talent | Thunderstorm |
| talent | Feather Wind |
| talent | Shielding |
| talent | Arcane Power |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
Quests
Equipment
| On feet | traveler's pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Maximum encumbrance: +33 Physical save: +7 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| On head | Arestir the Dawnscar (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +2 Str / +8 Mag / +2 Con Changes resistances: +28% acid / +18% mind / +27% light Changes damage: +19% acid / +18% mind / +24% light Light radius: +3 A pointy cloth hat, very wizardly... |
| Tool | Pyresmash [power 15] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes resistances: +9% fire Changes resistances penetration: +15% fire Talent granted: +4 Void Blast Critical mult.: +20.00% Mana each turn: +0.16 Maximum mana: +80.00 Maximum vim: +50.00 Spellpower: +10 (+2 eff.) Damage Shield penetration: +30% It can be used to reveal the area around you, dispelling darkness (radius 15, power 94 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| Around waist | drakeskin leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Mental save: +15 (+4 eff.) Spellpower: +8 (+2 eff.) A belt that goes around your waist. |
| Main armor | Robe of the Archmage (Corpses) (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+4 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
| In main hand | Afterlife (40-48 power, 12 apr, light element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Light Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% Damage against: +25% Undead When wielded/worn: Changes resistances penetration: +10% lightning / +10% cold Changes damage: +25% lightning / +25% cold / +25% light / +25% darkness Reduced damage from: +25% Undead Talent mastery: +0.20 Spell / Necrosis Spellpower: +30 (+6 eff.) Spell crit. chance: +10% Pure white bone fashioned into a staff. A grinning skull sits on the top, grinning. |
| Light source | alchemist's lamp 'Sunstrider'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 light Changes resistances: +5% arcane Changes resistances penetration: +25% light Changes damage: +12% arcane Mental save: +8 (+2 eff.) Mindpower: +9 (+4 eff.) Mental crit. chance: +7% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | thick cashmere cloak of the Shaloren (2 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | GloragalaithInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +4 Cun / +11 Mag Grants telepathy: Demon/Minor Demon/Major Cut immunity: +80% Light radius: +3 See invisible: +15 Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 175 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
gold amulet of magic (+7)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Mag Amulets can have magical properties. |
Eclipse (Madness) (18-21.6 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+3 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Flarepower the dragonbone vilestaff (30-36 power, 6 apr, blight element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+11 eff.) Physical crit. chance: +7.0% Physical power: +12 (+6 eff.) Defense: +10 (+4 eff.) Effects on melee hit: * 10% chance to blind Changes stats: +1 Mag / +5 Con Changes resistances: +6% temporal / +12% fire / +6% nature / +6% cold Changes damage: +30% blight / +9% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Life regen: +1.20 Spellpower: +28 (+6 eff.) Spell crit. chance: +7% Light radius: +3 Healing mod.: +26% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 193.13 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff 'Marderand' (Corpses) (25-30 power, 5 apr, light element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 blight / +8 acid When wielded/worn: Changes stats: +4 Mag / +7 Wil Changes damage: +25% light Talent granted: +1 Command Staff Critical mult.: +20.00% Vim when firing critical spell: +5.00 Maximum mana: +40.00 Spellpower: +28 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
short elven-wood magestaff (25-30 power, 5 apr, lightning element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Shimmerquencher the silk robe (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes stats: +7 Mag / +8 Wil Changes resistances: +21% lightning Changes damage: +30% lightning Mana each turn: +0.30 Psi each turn: +0.34 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
radiant iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 light Changes stats: +2 Mag Changes resistances: +6% light Changes damage: +3% arcane / +3% light Metal gloves protecting the hands up to the middle of the lower arm. |
Stokeobeisance the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 20 fire Changes stats: +7 Mag Changes resistances: +12% fire Changes resistances penetration: +25% fire Changes damage: +12% fire Spell save: +10 (+2 eff.) A pointy cloth hat, very wizardly... |
shimmering cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +5 Wil Changes damage: +11% arcane Maximum mana: +29.00 Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Achievements
Log
JonasN2 deactivates Elemental Harmony.
JonasN2 deactivates Close Combat Management.
JonasN2 deactivates Necrotic Aura.
JonasN2 deactivates Blurred Mortality.
JonasN2 deactivates Will o' the Wisp.
JonasN2 deactivates Adventure Friendly Fire Disabler.
NMage deactivates Keen Senses.
NMage deactivates Adventure Friendly Fire Disabler.
NMage deactivates Thunderstorm.
The furious lightning storm around nMage calms down and disappears.
NMage deactivates Arcane Power.
NMage deactivates Stone Skin.
NMage deactivates Feather Wind.
NMage deactivates Shielding.
NMage deactivates Staff Warding.
NMage deactivates Arcane Harmony.
NMage deactivates Through The Crowd.
OReaver deactivates Bone Shield.
OReaver deactivates Ruin.
OReaver deactivates Through The Crowd.
OReaver deactivates Willful Tormenter.
OReaver deactivates Adventure Friendly Fire Disabler.
Shadow deactivates Through The Crowd.
OExotic deactivates Through The Crowd.
OExotic deactivates Adventure Friendly Fire Disabler.
OCursed deactivates Adventure Friendly Fire Disabler.
OCursed deactivates Stalk.
OCursed deactivates Close Combat Management.
OCursed deactivates Gloom.
OCursed deactivates Through The Crowd.





























































