
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Even More Blazblue Character Icons 1.5.5Adds even more, cleaner chibi custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Doomed/Darkness Tweaks 1.5.5Adventurer Quality of life buff 1.5.5This 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 Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Blazblue Character Icons 1.5.5Adds a bunch of "simpler" chibi character custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Prodigy Tweaks 1.5.5 Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Revamped Alchemist 1.5.5 Wights 1.0.4Adds Wights as playable undead race. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] 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. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Inferno Race Pack 1.4.0Adds a collection of my races. Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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. Haunted class 1.1.5Haunted: an unarmed hate-based warrior The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Blood Knight Class 1.1.5Contains a new melee class - the Blood Knight Details & discussion here: Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Staff of Awakening 1.4.9Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. 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. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. 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 Hyperdimension Neptunia Character Icons 1.5.5Adds some very clean chibi custom tiles from the Hyperdimension Neptunia series of video games. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Credits to Yurax-Mae for sending these my way, as they are freebies for personal and non-commercial use Witherer Class 1.3.1The Witherer is a Corruptor that focusses on slowly killing their enemies. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Arena |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Arcanist Effigy |
| Class | Adventurer |
| Level / Exp | 50 / 27% |
| Size | big |
| Lifes / Deaths | Killed by Teami at level 50 on the 1st Mirth 122nd year of Ascendancy at 17:49 / 1 |
Primary Stats
| Strength | 72 (base 14) |
| Dexterity | 42 (base 38) |
| Constitution | 123 (base 45) |
| Magic | 110 (base 60) |
| Willpower | 38 (base 33) |
| Cunning | 92 (base 60) |
Resources
| Mana | 299/803 |
| Equilibrium | 10 |
| Vim | 266/266 |
| Life | -1822/2171 |
| Insanity | 0/100 |
| Stamina | 420/420 |
| Soul | 1/10 |
| Healing Factor | 2.2907051900671 |
| Regeneration | 159.49607445304 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +19% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 320 |
| Accuracy | 108 |
| Crit Chance | 117% |
| APR | 112 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 88 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +92% |
| Darkness | +37% |
| Light | +42% |
| Temporal | +28% |
| Nature | +62% |
| Arcane | +25% |
| Mind | +62% |
| All | +20% |
Offense: Damage Penetration
| Physical | +26% |
Defense: Base
| Armour (hardiness) | 113.75 (102.05882352941%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 91 |
| Spell Save | 45 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 41%( 70%) |
| Physical | + 49%( 70%) |
| Cold | + 36%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 30%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 45% |
| Fear Resistance | 45% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 75% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 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 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: 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 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 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Armor forging | 2.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Golemancy | 2.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Golem / Arcane | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Ooze | 2.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Demented / Friend of the worm | 2.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Spell / Advanced-golemancy | 2.50 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Corruption / Rot | 2.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced martial enchantments | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / War alchemy | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Weapon forging | 2.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Unhealing | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Martial enchantments | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Reaping | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Hollow | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Cunning / Wicked Mind | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Golem / Effigy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Forger's endurance | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Wicked Fervor |
| talent | Spirit Feed |
| talent | Mitosis |
| talent | Spite |
| talent | Battlesurge |
| talent | Sinister Power |
| talent | Necrotic Aura |
| talent | Reflective Skin |
| talent | Infestation |
| talent | Shielding |
| talent | Arcane Shield |
| beneficial effect | The target is surrounded by a magical shield, absorbing 2080/2080 damage before it crumbles. Damage Shield |
| beneficial effect | The target is recovering power and is unable to trigger Spite. Spite Drained |
| beneficial effect | Reduces fire damage received by 126%. Molten Skin |
| beneficial effect | Knows where you are! Hunter! |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+98). Continuum Destabilization |
| beneficial effect | Fully absorbs 0 temporal attack. Ward |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | wanderer's pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Mag / +3 Wil / +3 Cun / +4 Con Physical save: +16 (+3 eff.) Mental save: +17 (+5 eff.) It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Quiver | Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | masterforged dwarven-steel helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+2 eff.) Fatigue: +0% Changes stats: +4 Dex Changes resistances: +22% fire / +34% light / +12% darkness Talent mastery: +0.10 Celestial / Light Physical save: +8 (+2 eff.) Mental save: +48 (+12 eff.) Blindness immunity: +45% Confusion immunity: +45% Stun/Freeze immunity: +16% Fear immunity: +45% Stamina each turn: +3.38 Maximum stamina: +103.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | warded dragonbone wand of firewall [power 265] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +2 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talent granted: +1 Ward It can be used to creates a wall of flames lasting 4 turns (dealing 318 fire damage overall), 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. |
| On fingers | mule's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+5 eff.) Fatigue: -7% Maximum encumbrance: +20 Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 10.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 75% for 5 turns. Rings can have magical properties. |
| On fingers | wizard's voratun ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +6 Mag Spell save: +12 (+4 eff.) Spellpower: +12 (+2 eff.) Mindpower: +12 (+4 eff.) Rings can have magical properties. |
| Around waist | blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Fatigue: -4% Stealth bonus: +6 Maximum encumbrance: +22 A belt that goes around your waist. |
| In main hand | masterforged orite trident (66-105.6 power, 40 apr)Requires: - Strength 3 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 66.0 - 105.6 Uses stats: 71% Mag, 128% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.1% dam / acc Accuracy: +157 Armour Penetration: +40 Physical crit. chance: +20.5% Attack speed: 137% When this weapon hits: Illuminate (14% chance level 5). When this weapon hits: Acid Breath (10% chance level 3). Damage (Melee): +123 cold / +88 light / +28 fire When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +22 Changes resistances penetration: +26% physical Changes damage: +7% physical / +42% nature / +42% mind Talent granted: +5 Deadly Strikes A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
| On hands | radiant hardened leather gloves of magic (+4) (0 def, 2 armour)Requires: Powered by arcane forces Enchantment: Weapon 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 light Changes stats: +4 Mag Changes resistances: +8% light Changes damage: +5% arcane / +6% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | masterforged stralite mail armour (6 def, 19.5 armour)Requires: - Strength 5 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +10.0% Armour: +20 Defense: +6 (+3 eff.) Fatigue: +0% Changes stats: +3 Str / +4 Con Changes resistances: +22% light / +22% cold Reduce damage by fixed amount: +32 all Changes damage: +20% all Talent cooldown: Juggernaut (-3 turns) Talent granted: +5 Second Wind Physical save: +89 (+16 eff.) Cut immunity: +45% Pinning immunity: +45% Stun/Freeze immunity: +45% Life regen: +13.43 Maximum life: +554.00 Spell crit. chance: +10% Mental crit. chance: +10% Healing mod.: +18% A suit of armour made of mail. |
| Cloak | resilient elven-silk cloak of Iron Throne (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +1 Str / +2 Con Maximum life: +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's stralite amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 12 light / 13 darkness Effects when hit in melee: * 12% chance to inflict 15% damage reduction * 11% chance to blind Changes stats: +4 Mag Changes damage: +8% temporal / +6% physical / +17% darkness / +16% light Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
Inventory
magic missile rune (90 arcane damage)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: 6 Cooldown: 21 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 90 arcane damage and inflicts Spellshocked for 5 turns. 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. |
acid wave rune (173 acid damage; disarm 5 turns with power 21)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 172.80 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
enchantment rune (+15 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 15 and adds 19 arcane damage to all your hits. 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. |
mindweaver's gold amulet of healingInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +7 (+2 eff.) Cut immunity: +50% Confusion immunity: +18% Mindpower: +5 (+1 eff.) Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 297 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
elm longbow of piercing arrows (1/1)Requires: - Dexterity 0 - Talent Shoot Powered by arcane forces Crafted by a master Enchantment: Weapon 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Enchant Weapon Accuracy bonus: +0.2% crit / acc Accuracy: +24 Attack speed: 125% Firing range: +8 It can be used to activate talent Piercing Arrow (costing 10 power out of 10/10) : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing 150% damage. Longbows are used to shoot arrows at your foes. |
Shoes of Moving Slowly (0 def, 0 armour) =hgfdsa=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature When used as a pommel gem: +30 Poison damage on hit. Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
5 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 When used as a pommel gem: +4 critical hit chance. Gems can be sold for money or used in arcane rituals. |
Achievements
Arena Battler 20 (Madness (Roguelike) difficulty)
Got to wave 20 in the arena.By Teami the Arcanist Effigy Adventurer level 26
76th Pyre 122nd year of Ascendancy at 11:11 see stats
Arena Battler 50 (Madness (Roguelike) difficulty)
Got to wave 50 in the arena.By Teami the Arcanist Effigy Adventurer level 43
79th Pyre 122nd year of Ascendancy at 12:50 see stats
Grand Master (Madness (Roguelike) difficulty)
Earned the rank of Grand Master in the arena.By Teami the Arcanist Effigy Adventurer level 34
77th Pyre 122nd year of Ascendancy at 17:01 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Teami the Arcanist Effigy Adventurer level 10
74th Pyre 122nd year of Ascendancy at 20:51 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Teami the Arcanist Effigy Adventurer level 20
75th Pyre 122nd year of Ascendancy at 13:51 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Teami the Arcanist Effigy Adventurer level 30
77th Pyre 122nd year of Ascendancy at 00:05 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Teami the Arcanist Effigy Adventurer level 40
78th Pyre 122nd year of Ascendancy at 22:16 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Teami the Arcanist Effigy Adventurer level 50
1st Mirth 122nd year of Ascendancy at 14:15 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Teami the Arcanist Effigy Adventurer level 42
79th Pyre 122nd year of Ascendancy at 12:39 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Teami the Arcanist Effigy Adventurer level 30
77th Pyre 122nd year of Ascendancy at 02:26 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Teami the Arcanist Effigy Adventurer level 21
75th Pyre 122nd year of Ascendancy at 22:35 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Teami the Arcanist Effigy Adventurer level 50
1st Mirth 122nd year of Ascendancy at 17:42 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Teami the Arcanist Effigy Adventurer level 37
78th Pyre 122nd year of Ascendancy at 10:30 see stats
XXX the Destroyer (Madness (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Teami the Arcanist Effigy Adventurer level 26
76th Pyre 122nd year of Ascendancy at 13:41 see stats
Log
Teami shrugs off the critical damage!
Teami shrugs off the critical damage!
Teami resists the mind attack!
Teami shrugs off the critical damage!
Teami shrugs off the critical damage!
Teami reflects damage back to Something!
Void Avatar hits Teami for (3 resist armour), (0 ignored), 0 mind, (48 resist armour), (0 ignored), 0 temporal, (10 resist armour), (0 ignored), 0 mind, (77 resist armour), (5 ignored), 0 darkness (0 total damage).
Reality Fission's Beyond the Flesh hits Teami for (0 resist armour), (0 ignored), 0 mind, (1 resist armour), (0 ignored), 0 light, (3 resist armour), (0 ignored), 0 mind, (32 resist armour), (0 ignored), 0 darkness, (3 resist armour), (0 ignored), 0 mind, (13 resist armour), (0 ignored), 0 fire (0 total damage).
Something hits Teami for (13 resist armour), (0 ignored), 0 mind, (77 resist armour), (12 ignored), 0 temporal (0 total damage).
Hymn of Detection hits Teami for (77 resist armour), (0 ignored), 0 mind, (77 resist armour), (76 ignored), 0 darkness (0 total damage).
Teami hits Something for (0 ignored), 0 mind, (0 ignored), 0 light, (0 ignored), 0 mind, (0 ignored), 0 darkness, (0 ignored), 0 mind, (0 ignored), 0 fire, (12 ignored), 0 physical, (0 ignored), 0 mind, (0 ignored), 0 temporal, (0 ignored), 0 mind, (0 ignored), 0 darkness, (0 ignored), 0 mind, (0 ignored), 0 darkness, (0 ignored), 0 mind, (0 ignored), 0 temporal (0 total damage).
The wraith returns to Teami's body
Teami stops regenerating health quickly.
Talent Arcane Smite is ready to use.
Talent Call of the Ooze is ready to use.
Teami the level 50 arcanist effigy adventurer was battered to death by herself, by accident of course, on level 61 of The Arena.
Teami's temporal ward fades
Teami deactivates Arcane Shield.
Teami deactivates Spirit Feed.
Teami deactivates Sinister Power.
Teami deactivates Battlesurge.
Teami deactivates Shielding.
Teami deactivates Necrotic Aura.
Teami deactivates Wicked Fervor.
Teami deactivates Spite.
The shield around Teami crumbles.
Teami deactivates Infestation.
Teami deactivates Mitosis.
Teami deactivates Reflective Skin.
Teami's skin returns to normal.
































































