Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Extra Dungeons Fixed 1.5.5Makes certain locations accessible to all characters. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. 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. 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: Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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. White Monk 1.5.3Adds 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. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. 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. Afflicted Dars 1.5.5Dars subclss for afflicted Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Dreamelf 1.5.5 Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Zephyr 1.5.5 Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Harbinger 1.5.5 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. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Lightspawn |
Class | Adventurer |
Level / Exp | 38 / 15% |
Size | huge |
Lifes / Deaths | Killed by animated mummy wrappings at level 38 on the 64th Dusk 122nd year of Ascendancy at 12:02 / 1 |
Primary Stats
Strength | 165 (base 50) |
Dexterity | 50 (base 16) |
Constitution | 74 (base 35) |
Magic | 91 (base 60) |
Willpower | 82 (base 60) |
Cunning | 88 (base 60) |
Resources
Psi | 91/92 |
Mana | 718/723 |
Negative | 239/249 |
Paradox | 300 |
Life | -41/948 |
Positive | 167/186 |
Stamina | 201/331 |
Hate | 100/100 |
Healing Factor | 0.36627344423764 |
Regeneration | 12.105866416562 |
Speed
Mental | -30% |
Attack | -30% |
Movement | +32% |
Spell | +1.6911674100474% |
Global | +100% |
Vision
Sight | 10 |
Lite | -985 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 128 |
Accuracy | 43 |
Crit Chance | 34% |
APR | 30 |
Speed | 1.43 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 60% |
Speed | 0.98336957424013 |
Cooldown Reduction | 38.354530410066 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 32% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Mind | +26% |
Acid | +35% |
Light | +157% |
Darkness | +45% |
Sound | +40% |
Physical | +26% |
Fire | +48% |
All | +20% |
Offense: Damage Penetration
Darkness | +85% |
Light | +59% |
Physical | +10% |
Fire | +14% |
All | 0% |
Defense: Base
Armour (hardiness) | 54.183722953106 (40.377358490566%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 79 |
Mental Save | 53 |
Defense: Resistances
Acid | + 52%( 53%) |
Blight | + 60%( 73%) |
Physical | + 56%(103%) |
Mind | + 45%( 73%) |
All | + 38%( 73%) |
Cold | + 73%( 73%) |
Lightning | + 55%( 73%) |
Light | + 55%( 73%) |
Temporal | + 44%( 73%) |
Sound | + 63%( 73%) |
Darkness | + 70%( 73%) |
Fire | + 68%( 73%) |
Nature | + 62%( 73%) |
Defense: Immunities
Pinning Resistance | 70% |
Confusion Resistance | 60% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 84% |
Teleport Resistance | 87% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (98% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 555 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (98% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1327% for 10 turns and instantly restoring 66 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
Celestial / Sun | 1.70 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.50 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Phoenix Light | 1.50 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Celestial / Glory | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Tireless Combatant | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Terramorphism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Absorption | 1.50 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Celestial / Eclipse | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Sunlight | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Cantrips | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.70 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.70 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Cursed / Force of will | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Fending | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Lightspawn | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 1.72 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Energy | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Agile Combatant | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Earthen Body |
talent | Charged Shield |
talent | Verdant Blood |
talent | Searing Sight |
talent | Deflection |
talent | Shielding |
talent | Beyond the Flesh |
talent | Aura of Protection |
talent | Energy Decomposition |
talent | Weapon of Wrath |
talent | Genius Loci |
talent | Weapon of Light |
talent | Chant of Resistance |
talent | Steelskin |
talent | Augmentation |
talent | Blur Sight |
talent | Phantasmal Shield |
talent | Radiant Soul |
talent | Kinetic Shield |
talent | Forge Shield |
talent | Path of Light |
detrimental effect | The target is on fire, taking 58.48 fire damage per turn. Burning |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
beneficial effect | You are completely covered in shadows, converting up to 100% of all damage you do into darkness. You also gain 10% increased darkness damage penetration and 25% increased darkness damage. Covered in shadows |
beneficial effect | Absorbs 26 damage from the next blockable attack. Currently Blocking: Physical, Light, Cold. Forge Shield |
detrimental effect | The target is on fire, taking 74.75 fire damage per turn and reducing healing by 133%. Burning Fires |
beneficial effect | The target is protected by the sun, increasing their spell casting speed by 32%, reducing spell cooldowns by 38%, and preventing damage over 61% of your maximum life from a single hit. Suncloak |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Your body is altered by the power of negative energy, causing internal and external changes. Your body is now resistant to all damage, especially darkness, but weak to light, your light radius is reduced by 1 and some of your racial talents are modified. Voidheart |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 20%. Strength and Willpower are increased by 1. Poisons and diseases have a 6% chance of being neutralized each turn. Cursed Form |
beneficial effect | The target stands strong, increasing all resistances by 12.9% and resistance caps by 2.8%. Eternal Warrior |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by skeleton magus. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 269. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of luminous horror dust. * You've found the needed bear paw. | 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 within14 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
Psionic focus | Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 Base power: 67.0 - 107.2 Uses stats: 69% Wil, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 142 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 137, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 329.69 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | Lightmage's Pointy Hat (3 def, 0 armour) Lightmage's Pointy Hat (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +1 Cun / +5 Wil Changes resistances: +6% nature / +14% cold / +27% light / +15% fire Changes damage: +18% light Physical save: +6 (+2 eff.) Mana each turn: +6.00 Mana when hit: +5.50 Maximum mana: +203.00 Spellpower: +20 (+5 eff.) Mental crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On feet | Porewyn the pair of dwarven-steel boots (0 def, 18 armour) Porewyn the pair of dwarven-steel boots (0 def, 18 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +18 Fatigue: +3% Changes stats: +3 Lck Changes resistances penetration: +10% physical Changes damage: +6% physical Reduces incoming crit damage: 15.00% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 297 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
On fingers | Lightflayer's Ring Lightflayer's RingPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 58 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 44 light Changes stats: +8 Cun / +8 Wil Changes resistances: +15% blight / +9% temporal / +13% nature / +12% mind Physical save: +16 (+4 eff.) Spell save: +18 (+4 eff.) Mental save: +13 (+4 eff.) Poison immunity: +28% Disease immunity: +30% Mindpower: +15 (+4 eff.) Rings can have magical properties. |
On fingers | voratun ring 'Gunetovor' voratun ring 'Gunetovor'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +17 Defense: +16 (+4 eff.) Effects on melee hit: * 35% chance to blind Damage (Melee): 45 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 47 light Damage when hit (Melee): 12 arcane Changes resistances: +40% sound Changes damage: +20% sound Physical save: +17 (+5 eff.) Spell save: +24 (+5 eff.) Mental save: +17 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+1 eff.) Spell crit. chance: +4% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around neck | Nizor the Pitchoblivion Nizor the PitchoblivionCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 12 darkness Damage when hit (Melee): 8 light Changes resistances: +6% fire Changes resistances penetration: +25% darkness / +15% light Changes damage: +6% light Talent mastery: +0.22 Psionic / Dream Forge Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Amulets can have magical properties. |
In main hand | dragonbone starstaff 'Chasaldil' (30-36 power, 6 apr, light element) dragonbone starstaff 'Chasaldil' (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 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 Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 temporal When wielded/worn: Changes stats: +11 Mag / +3 Wil / +5 Cun / +7 Con Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +26.00% Vim when firing critical spell: +5.00 Hate per kill: +4.00 Maximum mana: +103.00 Maximum vim: +46.00 Maximum neg.energy: +38.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +5% Mental crit. chance: +3% Reduces paradox anomalies(equivalent to willpower): +10 Staves designed for wielders of magic, by the greats of the art. |
On hands | dwarven-steel gauntlets 'Obsidianclash' (0 def, 2 armour) dwarven-steel gauntlets 'Obsidianclash' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 24 acid Damage when hit (Melee): 12 darkness Changes resistances: +15% acid Changes damage: +15% acid Life regen: +2.00 Stamina each turn: +1.30 Maximum stamina: +28.00 When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Slumber (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Cloak | Shinewaker (13 def, 0 armour) Shinewaker (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+3 eff.) Damage (Melee): 28 light Damage when hit (Melee): 8 light Changes stats: +2 Wil Changes resistances: +9% darkness Changes resistances penetration: +20% light Changes damage: +9% light / +6% mind Physical save: +11 (+3 eff.) Psi per kill: +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Dazzlewreck the silk robe (3 def, 0 armour) Dazzlewreck the silk robe (3 def, 0 armour)Requires: Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 light Changes resistances: +9% light Changes resistances penetration: +25% darkness / +10% light Changes damage: +21% light Maximum pos.energy: +30.00 Maximum neg.energy: +30.00 Melody each turn: +0.31 Maximum melody: +42.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
teleportation rune of the warrior (range 232) teleportation rune of the warrior (range 232)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (98% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 232 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Hathistir' (dig speed 15 turns) dwarven-steel pickaxe 'Hathistir' (dig speed 15 turns)Requires: Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% arcane Changes damage: +11% mind / +8% fire Spell save: +12 (+3 eff.) Mental save: +9 (+3 eff.) Cut immunity: +20% Silence immunity: +20% Confusion immunity: +10% Pinning immunity: +10% Teleport immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
This item will automatically be transmogrified when you leave the level. painweaver's yew harp of the bang (12 melee - 13 ranged sound damage)painweaver's yew harp of the bang (12 melee - 13 ranged sound damage) Requires: - Cunning 24 Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: instrument / harp ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Damage (Melee): 12 sound Damage (Ranged): 13 sound Changes stats: +6 Cun / +5 Mag Changes damage: +17% sound / +17% light / +9% all Talent granted: +3 Pluck Strings Mental save: +4 (+1 eff.) Maximum mana: +92.00 Spellpower: +37 (+9 eff.) Spell crit. chance: +10% Mindpower: +21 (+5 eff.) Mental crit. chance: +4% A small string instrument. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Glowmage the Lightspawn Adventurer level 26
25th Dusk 122nd year of Ascendancy at 13:38 see stats
By Glowmage the Lightspawn Adventurer level 9
3rd Mirth 122nd year of Ascendancy at 16:12 see stats
By Glowmage the Lightspawn Adventurer level 32
56th Dusk 122nd year of Ascendancy at 12:55 see stats
By Glowmage the Lightspawn Adventurer level 26
25th Dusk 122nd year of Ascendancy at 13:12 see stats
By Glowmage the Lightspawn Adventurer level 10
6th Mirth 122nd year of Ascendancy at 16:46 see stats
By Glowmage the Lightspawn Adventurer level 20
19th Dusk 122nd year of Ascendancy at 23:01 see stats
By Glowmage the Lightspawn Adventurer level 30
50th Dusk 122nd year of Ascendancy at 08:20 see stats
By Glowmage the Lightspawn Adventurer level 28
49th Dusk 122nd year of Ascendancy at 15:20 see stats
By Glowmage the Lightspawn Adventurer level 11
2nd Flare 122nd year of Ascendancy at 20:03 see stats
By Glowmage the Lightspawn Adventurer level 26
25th Dusk 122nd year of Ascendancy at 13:38 see stats
By Glowmage the Lightspawn Adventurer level 11
3rd Summertide 122nd year of Ascendancy at 14:29 see stats
By Glowmage the Lightspawn Adventurer level 26
25th Dusk 122nd year of Ascendancy at 13:38 see stats
By Glowmage the Lightspawn Adventurer level 30
50th Dusk 122nd year of Ascendancy at 11:46 see stats
By Glowmage the Lightspawn Adventurer level 14
5th Flare 122nd year of Ascendancy at 10:44 see stats
By Glowmage the Lightspawn Adventurer level 29
49th Dusk 122nd year of Ascendancy at 17:52 see stats
By Glowmage the Lightspawn Adventurer level 20
20th Dusk 122nd year of Ascendancy at 15:43 see stats
Log
Glowmage resists the disease!
Glowmage hits Velildathra the rotting mummy for 297 darkness, 17 darkness, 17 darkness (331 total damage).
Glowmage receives 182 healing.
Velildathra the rotting mummy hits Glowmage for (26 blocked), (93 to psi shield), (21 resist armour), (46 dissipated), (978 deflected), (0 absorbed), (304 deflected), 0 physical (0 total damage).
Weapon of Wrath hits Velildathra the rotting mummy for (113 mitigated), 633 darkness (633 total damage).
Glowmage hits Velildathra the rotting mummy for 154 darkness, 22 darkness, 22 darkness, 43 darkness, (50 mitigated), 301 darkness (541 total damage).
Animated mummy wrappings casts Lightning.
Animated mummy wrappings's spell attains critical power!
Glowmage shrugs off the critical damage!
Your shield crumbles under the damage!
Animated mummy wrappings hits Glowmage for (93 to psi shield), (21 resist armour), (13 dissipated), (12 deflected), (0 absorbed), 18 lightning (18 total damage).
Your shield crumbles under the damage!
Your shield crumbles under the damage!
Rotting mummy is dazed!
Velildathra the rotting mummy damages himself through Martyrdom!
Glowmage's Beyond the Flesh hits Velildathra the rotting mummy for (46 mitigated), 173 darkness, (3 mitigated), 11 darkness, (7 mitigated), 23 darkness, (57 mitigated), 180 darkness, (20 mitigated), 59 darkness (445 total damage).
Glowmage hits Rotting mummy for 15 darkness damage.
Glowmage hits Velildathra the rotting mummy for (0 mitigated), 1 darkness, (11 mitigated), 30 darkness (31 total damage).
Glowmage hits Animated mummy wrappings for 35 darkness damage.
Burning from Orc high cryomancer hits Glowmage for (21 resist armour), (2 dissipated), (1 deflected), (0 absorbed), 2 fire (2 total damage).
Burning Fires from Velildathra the rotting mummy hits Glowmage for (21 resist armour), (3 dissipated), (3 deflected), (0 absorbed), 4 fire (4 total damage).
Fading hits Velildathra the rotting mummy for 100 damage.
Animated mummy wrappings casts Freeze.
Animated mummy wrappings's spell attains critical power!
Glowmage's dream shield has been strengthened by the attack!
Your shield crumbles under the damage!
You have deflected 43 incoming damage!
Your hatred grows even as your life fades! (+10 hate)
Saving game...