








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 | Female |
Race | Mardrop |
Class | Adventurer |
Level / Exp | 21 / 51% |
Size | medium |
Lifes / Deaths | Killed by Mayerarethra the blade horror at level 21 on the 26th Dusk 122nd year of Ascendancy at 17:16 / 1 |
Primary Stats
Strength | 43.5 (base 14) |
Dexterity | 25.5 (base 14) |
Constitution | 30.5 (base 16) |
Magic | 63 (base 50) |
Willpower | 56 (base 50) |
Cunning | 52 (base 49) |
Resources
Psi | 86/86 |
Mana | 45/357 |
Negative | 58/125 |
Vim | 180/180 |
Life | -93/502 |
Positive | 105/105 |
Stamina | 99/231 |
Hate | 100/100 |
Healing Factor | 1.5733665835412 |
Regeneration | 22.629451464004 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -44% |
Spell | 0% |
Global | +89.937708777043% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 75 |
Accuracy | 34 |
Crit Chance | 29% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Lightning | +10% |
Light | +34% |
Temporal | +10% |
Blight | +12% |
Arcane | +84% |
Fire | +40% |
Nature | +10% |
Offense: Damage Penetration
Mind | +5% |
Lightning | +10% |
Light | +10% |
Temporal | +10% |
Blight | +5% |
Arcane | +20% |
Fire | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 17.696975074643 (60%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 56 |
Mental Save | 50 |
Defense: Resistances
Acid | + 33%( 67%) |
Blight | + 32%( 71%) |
Arcane | + 46%( 81%) |
Cold | + 53%( 71%) |
All | + 15%( 71%) |
Lightning | + 62%( 81%) |
Light | + 24%( 81%) |
Temporal | + 34%( 81%) |
Mind | + 23%( 71%) |
Physical | + 23%( 77%) |
Fire | + 49%( 81%) |
Nature | + 41%( 81%) |
Defense: Immunities
Teleport Resistance | 27% |
Pinning Resistance | 36% |
Instadeath Resistance | 100% |
Silence Resistance | 30% |
Stun Resistance | 14% |
Disarm Resistance | 40% |
Poison Resistance | 20% |
Knockback Resistance | 36% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1359% for 10 turns and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 415 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Psionic / Absorption | 1.50 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Tireless Combatant | 1.50 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Corruption / Blight | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Spell / Mana Flare | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Terramorphism | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Fending | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Forge | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Agile Combatant | 1.50 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.50 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Race / Mardrop | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Aura of Protection |
talent | Charged Shield |
talent | Kinetic Shield |
talent | Genius Loci |
talent | Earthen Body |
talent | Chant of Resistance |
talent | Steelskin |
talent | Augmentation |
talent | Forge Shield |
talent | Arcane Power |
talent | Deflection |
talent | Verdant Blood |
talent | Shielding |
talent | Beyond the Flesh |
detrimental effect | The target has been dominated. It is unable to move and has lost 18 armor and 27 defense. Attacks from Nightmare horror gain 53% damage penetration. Dominated |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | Absorbs 17 damage from the next blockable attack. Currently Blocking: Physical. Forge Shield |
beneficial effect | The target's mind has been warded, increasing mind save by 63. Warded Mind |
beneficial effect | The target stands strong, increasing all resistances by 5.1% and resistance caps by 0.9%. Eternal Warrior |
detrimental effect | The target is cursed, reducing defence and all saves by 20. Curse of Defenselessness |
beneficial effect | The target is recovering 18 life each turn. Recovery |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is lost in a nightmare that deals 43.92 mind damage each turn and has a 42% chance to cause a random detrimental effect. Waking Nightmare |
beneficial effect | Increases global action speed by 39%. Reflexive Dodging |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 8. Illness |
beneficial effect | Filled with pure aether forces! Aether Avatar |
detrimental effect | Slowed by 50% and taking 146 crushing damage per turn. Imploding (slow) |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by Betyyalle the war bear. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Restful Night (+1 level(s)). | done |
You failed to protect the lost warrior from death by Wizardess Elldred. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Bethethra the degenerated skeleton warrior. Escort: temporal explorer (level 2 of Scintillating Caves) | failed |
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 |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * Vermin are eating the crops in the Sunwall Orchards. * Exterminate them or we will all go hungry. * The shadows that were summoned to hide the Midnight Training Camp are restless and becoming aggressive. * Quell them and seek out the cause. | 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 have explored the Old Forest and vanquished Wrathroot. * 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 |
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. | 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: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed electric eel tail. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your 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.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed honey tree root. | 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 within4 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Changes damage: +13% arcane Talent granted: +1 Command Staff Mental save: +3 (+1 eff.) Psi per kill: +6.00 Maximum psi: +20.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +1% Mental crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+4 eff.) Light radius: +2 Healing mod.: +12% 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. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage (Melee): 12 fire Damage when hit (Melee): 12 fire Changes resistances: +6% lightning / +6% temporal / +3% mind Changes resistances penetration: +5% mind Changes damage: +6% fire A pointy cloth hat, very wizardly... |
On feet | ![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% arcane Changes damage: +12% arcane / +12% blight Spell save: +29 (+8 eff.) Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 A pair of boots made of leather. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 12 acid Changes resistances: +3% lightning / +6% fire Poison immunity: +20% Disarm immunity: +20% It can be used to teleport randomly (rad 27), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +6 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Silence immunity: +30% Mana each turn: +0.22 Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Bone Grab (5% chance level 1). Burst (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 4 blight Changes resistances penetration: +5% blight Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +25.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 mind Changes stats: +3 Mag Changes resistances: +6% mind Changes damage: +3% mind / +4% arcane When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Psychic Lobotomy (20% chance level 1). Damage (Melee): +4 arcane Burst (radius 2) on crit: +5 mind / +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() Infused 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +19 (+8 eff.) Armour: +8 Defense: +1 (+0 eff.) Fatigue: -4% Changes stats: +2 Mag Changes resistances: +6% lightning Pinning immunity: +15% Maximum life: +49.00 Maximum stamina: +14.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Mag / +3 Con Spellpower: +4 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 528% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 865% for 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% 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 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Willpower 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. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight / +5% sound Physical save: +6 (+4 eff.) Mental save: +5 (+2 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% cold / +5% fire Allows you to breathe in: water A cap made of leather. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes damage: +10% darkness Spellpower: +5 (+1 eff.) Infravision radius: +2 A carefully constructed device for measuring and predicting the movements of celestial bodies. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
Achievements
By Wizardess Elldred the Mardrop Adventurer level 9
5th Mirth 122nd year of Ascendancy at 20:18 see stats
By Wizardess Elldred the Mardrop Adventurer level 10
1st Summertide 122nd year of Ascendancy at 09:06 see stats
By Wizardess Elldred the Mardrop Adventurer level 20
25th Dusk 122nd year of Ascendancy at 22:07 see stats
By Wizardess Elldred the Mardrop Adventurer level 5
76th Pyre 122nd year of Ascendancy at 23:45 see stats
By Wizardess Elldred the Mardrop Adventurer level 10
1st Summertide 122nd year of Ascendancy at 09:15 see stats
By Wizardess Elldred the Mardrop Adventurer level 10
1st Summertide 122nd year of Ascendancy at 09:17 see stats
By Wizardess Elldred the Mardrop Adventurer level 14
3rd Flare 122nd year of Ascendancy at 19:22 see stats
By Wizardess Elldred the Mardrop Adventurer level 21
26th Dusk 122nd year of Ascendancy at 08:53 see stats
Log
Mayerarethra the blade horror's Shoot hits Wizardess Elldred for (17 blocked), (46 to psi shield), (17 resist armour), (63 deflected), (0 absorbed), 93 physical, (8 to psi shield), (11 resist armour), 0 blight, (9 to psi shield), (12 resist armour), 0 nature, (8 to psi shield), (11 resist armour), 0 darkness, (12 to psi shield), (17 resist armour), 0 temporal (93 total damage).
Nightmare horror's abyssal darkness area effect hits Wizardess Elldred for (14 to psi shield), (17 resist armour), (1 deflected), (0 absorbed), 1 darkness (1 total damage).
Nightmare horror's abyssal darkness area effect hits Mayerarethra the blade horror for 33 darkness damage.
Mayerarethra the blade horror shoots!
Wizardess Elldred uses Batogar!
Wizardess Elldred slows down.
Mayerarethra the blade horror shoots!
Wizardess Elldred speeds up.
Your shield crumbles under the damage!
Your hatred grows even as your life fades! (+7 hate)
Your shield crumbles under the damage!
Your shield crumbles under the damage!
Mayerarethra the blade horror resists the mind attack!
Wizardess Elldred slows down.
Waking Nightmare from Nightmare horror hits Wizardess Elldred for (17 to psi shield), (17 resist armour), (2 deflected), (0 absorbed), 3 darkness (3 total damage).
Imploding (slow) from Mayerarethra the blade horror hits Wizardess Elldred for (17 blocked), (42 to psi shield), (17 resist armour), (16 deflected), (0 absorbed), 24 physical (24 total damage).
Mayerarethra the blade horror's Shoot hits Wizardess Elldred for (17 blocked), (46 to psi shield), (17 resist armour), (56 deflected), (0 absorbed), 83 physical, (8 to psi shield), (11 resist armour), 0 blight, (9 to psi shield), (12 resist armour), 0 nature, (8 to psi shield), (11 resist armour), 0 darkness, (12 to psi shield), (16 resist armour), 0 temporal (83 total damage).
Mayerarethra the blade horror hits Wizardess Elldred for (3 to psi shield), (4 resist armour), 0 acid, (6 resist armour), 0 fire, (6 blocked), 0 physical (0 total damage).
Kinetic Aura hits Wizardess Elldred for (17 blocked), (7 to psi shield), (10 resist armour), 0 physical (0 total damage).
Wizardess Elldred receives 28 healing.
Wizardess Elldred's Beyond the Flesh hits Mayerarethra the blade horror for (5 to psi shield), 1 physical, (2 to psi shield), 0 acid, 1 blight, 3 fire, 0 mind (6 total damage).
Mayerarethra the blade horror casts Arrow Stitching.
Wizardess Elldred speeds up.
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Your shield crumbles under the damage!
You have deflected 29 incoming damage!
Your hatred grows even as your life fades! (+12 hate)
Saving game...