
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 1.4.8 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!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. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. 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. 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. 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. Shield Tactics - New Bulwark Talent Category 1.5.10Adds the 'Technique/Shield tactics' talent tree as a new generic category available to Bulwarks. Starts locked at 1.3 mastery, and requires Con. 1)Tempered Will: 2)Relentless Retaliation: 3)Tactical Defense: 4)Reflexive Block: 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 Harbinger 1.5.6 Devil's Due Malleus Inquisitare Class Addon 1.1.6During the spellblaze it took a special kind of Crystalist 1.5.5 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 High Guard 1.5.9Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net 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. 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 Haunted class 1.1.5Haunted: an unarmed hate-based warrior 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. 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 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 Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. 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"] Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Items Vault 1.5.0Donators/Buyers bonus! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist 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): Embers of Rage 1.5.0Official Expansion!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: Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. 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. The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Bladebender 1.5.6 Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. 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. Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Prodigy Tweaks 1.5.5 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 Wights 1.0.4Adds Wights as playable undead race. 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. 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. 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 | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Awoken |
| Class | Adventurer |
| Level / Exp | 8 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Emithra the wolf at level 8 on the 9th Mirth 122nd year of Ascendancy at 03:10 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 22 (base 14) |
| Dexterity | 26 (base 14) |
| Constitution | 37 (base 14) |
| Magic | 20 (base 14) |
| Willpower | 38 (base 30) |
| Cunning | 38 (base 28) |
Resources
| Life | -8/294 |
| Psi | 68/68 |
| Stamina | 172/172 |
| Equilibrium | 40 |
| Healing Factor | 1.195652173913 |
| Regeneration | 0.29891304347825 |
Speed
| Mental | +7.82121212121% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 26 |
| Crit Chance | 19% |
| APR | 29 |
| Speed | 0.93 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 26 |
| Crit Chance | 19% |
| APR | 29 |
| Speed | 0.93 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +4% |
| Cold | +4% |
| Physical | +14% |
Offense: Damage Penetration
| Nature | +4% |
| Acid | +4% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 23 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 20 |
| Mental Save | 23 |
Defense: Resistances
| Cold | + 10%( 73%) |
| Acid | + 19%( 73%) |
| Light | + 9%( 73%) |
| Nature | + 38%( 73%) |
| Blight | -35%( 73%) |
| Physical | + 10%( 73%) |
| Mind | -20%( 73%) |
| All | 0%( 73%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| 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 130 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 189 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Talent perfection | 1.20 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Cursed / Predator | 1.70 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.70 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Psionic / Possession | 1.20 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Sorption | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Psiblade Combat | 1.70 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-heart / Hunting Pack | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Body snatcher | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Garden | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.70 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Prowler | 1.70 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Natural cycles | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Awoken | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-heart / Antimatter | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.70 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Spotting | 1.20 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Song of Winter |
| talent | Combat Focus |
| talent | Specialty |
| talent | Psiblades |
| talent | Kinetic Shield |
| talent | Kinetic Shield |
| talent | Exposed Spot |
| talent | Charged Shield |
| talent | Thermal Shield |
| talent | Wild Attunement |
| talent | Piercing Mind |
| talent | Habit Spot |
| talent | Charged Shield |
| talent | Beyond the Flesh |
| beneficial effect | The target is hunting creatures of type / sub-type: animal / snake with 26% effectiveness. Kills: 3 / 4 kills, Damage: +2% / +5%, Attack: +1 / +2, Stun: -- / 1.0%, Outmaneuver: 0.0% / 0.0% Predator |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is covered in slippery moss. Each time it tries to use a talent there is 12% chance of failure. Slippery Moss |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| detrimental effect | The victim is corrupted, suffering 721 damage over 17 turns and losing 20% resistance to blight and mind damage. Veinblight |
| beneficial effect | You gain 19% resistance against nature. Resolve |
| beneficial effect | The target is very nimble, gaining 20%% global speed . Nimble |
Quests
Escort the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest) | active |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 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 | Bill's Tree Trunk (136% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 Power: 137% Range: 1.7x Uses stat: 78% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 134% damage. If the attack hits, the target's armour and saves are reduced by 16 for 7 turns. Also if the target is protected by a temporary damage shield there is 74% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| Quiver | pouch of iron shots of purging (11/11, 110% power, 1 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 110% Range: 1.2x Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 11 On weapon hit: * 25% chance to remove a magical effect Damage (Ranged): +5 nature Shots are used with slings to pummel your foes to death. |
| 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 | miner's iron helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On feet | traveler's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Stamina each turn: +0.30 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Around neck | copper amulet of mastery (0.11 Celestial / Light)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Celestial / Light Amulets can have magical properties. |
| In main hand | mossy mindstar (77% power, 29 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 67% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +29 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +4 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| On hands | Arunn (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Changes stats: +1 Cun / +4 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | mossy mindstar (72% power, 29 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 67% Wil, 22% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +29 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +4 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Radiancequeen the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Cun / +2 Dex Changes resistances: +9% light / +10% physical Changes damage: +10% physical Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
phase door rune (range 10; power 15; dur 5)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: 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%. 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. |
manaburning iron greatsword (113% power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 113% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 16 arcane resource burn Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Flamemire (107% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 107% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 nature / +11 temporal When wielded/worn: Changes resistances: +6% fire Grants telepathy: Humanoid/Orc Psi when hit: +0.12 Maximum hate: +4.00 Maximum psi: +50.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel shield of temporal resistance (+10%) (6 def, 2 armour, 41 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes resistances: +10% temporal Talent granted: +2 Block Handheld deflection devices. |
rough leather armour (1 def, 2 armour)Requires: - Dexterity 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Achievements
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By OOziOzzborn the Awoken Adventurer level 8
5th Mirth 122nd year of Ascendancy at 21:14 see stats
Log
OOziOzzborn picks up (c.): Flamemire (107% power, 3 apr).
OOziOzzborn receives 11 healing from Wild Attunement.
OOziOzzborn is invigorated by the attack!
Talent Infusion: Wild is ready to use.
Talent Essence Feed is ready to use.
OOziOzzborn's Beyond the Flesh hits Brown bear for 37 physical, 65 physical (102 total damage).
Veinblight from Cyralrana the copperhead snake hits OOziOzzborn for (13 to psi shield), (7 to psi shield), (2 oozed), 23 blight (23 total damage).
Brown bear misses OOziOzzborn.
Brown bear is wobbly!
Emithra the wolf uses Slime Spit.
OOziOzzborn receives 11 healing from Wild Attunement.
OOziOzzborn is invigorated by the attack!
Talent Infusion: Regeneration is ready to use.
Veinblight from Cyralrana the copperhead snake hits OOziOzzborn for (13 to psi shield), (7 to psi shield), (2 oozed), 23 blight (23 total damage).
Emithra the wolf uses Woodcutters Bane.
OOziOzzborn shrugs off the effect 'Disarmed'!
OOziOzzborn is covered in slippery moss!
OOziOzzborn has gained the advantage!
OOziOzzborn receives 11 healing from Wild Attunement.
Emithra the wolf is no longer rampaging.
OOziOzzborn is invigorated by the attack!
OOziOzzborn stops regenerating health quickly.
Veinblight from Cyralrana the copperhead snake hits OOziOzzborn for (13 to psi shield), (7 to psi shield), (2 oozed), 23 blight (23 total damage).
Emithra the wolf rushes out!
Emithra the wolf performs a melee critical strike against OOziOzzborn!
OOziOzzborn is invigorated by the attack!
OOziOzzborn's coating of slime disperses!
Saving game...

















































