












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Ashes of Urh'Rok 1.7.4Official 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:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Convenient Digging 1.5.5 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Mage Knight 1.7.0Adds 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. Embers of Rage 1.7.4Official 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:
Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Playable Wight Race 1.7.4Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Mana Knight |
| Level / Exp | 16 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Velubrekira the orc fighter at level 16 on the 24th Dusk 122nd year of Ascendancy at 08:53 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 58 (base 43) |
| Willpower | 40 (base 34) |
| Cunning | 18 (base 10) |
Resources
| Life | -3/387 |
| Essence | 7/100 |
| Healing Factor | 1.162941519274 |
| Regeneration | 11.454973964848 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 4 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 39 |
| Crit Chance | 10% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 39 |
| Crit Chance | 10% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 16% |
| Speed | 1 |
| Cooldown Reduction | 8 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +59% |
| Lightning | +12% |
| Fire | +3% |
| Light | +27% |
Offense: Damage Penetration
| Arcane | +15% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 35 (54%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 13 |
| Physical Save | 21 |
| Spell Save | 41 |
| Mental Save | 23 |
Defense: Resistances
| Darkness | + 8%( 73%) |
| Light | + 46%( 73%) |
| Physical | + 14%( 73%) |
| Mind | + 5%( 73%) |
| Arcane | + 14%( 73%) |
| Cold | + 30%( 73%) |
| All | + 3%( 73%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 34% |
| Disarm Resistance | 24% |
| Poison Resistance | 0% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Magical Fundamentals | 1.13 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wizard Knight | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane Expertimentation | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Mana Flare | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Technique / Weapons Master | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Flexible Combat Training | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+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 |
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. | 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
| On feet | Hanyrion the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +5 Mag +5 Lck dps ---------- Mind.crit +1% Crit.mult +5.00% S.pwr/crit +6 Phasing +10% ----- def ----- Armour +1 Stealth +5 A pair of boots made of leather. |
| Light source | Malarion2.0 T1 lite [Rare] Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +18% arcane Phasing +20% ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +6 Infravis +1 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 | iron helm 'Emebeth' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +2 Dex +5 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Max.HP +20.00 Blind- +20% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +2 Unarmed combat: Power 118% Range: 1.1x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | extending elm totem of summon tentacle [power 100] (19/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 205 Base Damage: 102 Armor: 2 All Resist: 0 Puts all charms on 25 cooldown Increase 1 buffs' duration by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
| On fingers | steel ring 'Brenyrion'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag +3 Con dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Spell.save +13 (+4 eff.) Max.HP +21.00 Disarm- +24% Pinning- +22% Knockbk- +24% ---------- misc Max.stam +18.00 Rings make your fingers look great! |
| Around neck | warrior's steel amulet of mastery (0.13 Spell / Magical Fundamentals)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Masteries +0.13 Spell/Magical Fundamentals Amulets make your neck look great! |
| In main hand | Blazesin (120% power, 3 apr, arcane element)5.0 T2 staff 1H weapon [Random Unique] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +11 (+3 eff.) Dmg.mod +12% lightning +20% arcane Res.pen +15% lightning +10% arcane ---------- misc Talents +1 Command Staff This staff offers 20% bonus, 10% penetration to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Splendouridol the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Cun +2 Str dps ---------- Dmg.mod +6% light ----- def ----- Resists +3% light HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
| In off hand | ash vilestaff 'Eremuyamas' (117% power, 3 apr, arcane element)5.0 T2 staff 1H weapon [Random Unique] Arcane Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Flexible Weapon Training Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +9 (+3 eff.) Dmg.mod +18% arcane ----- def ----- Armour +5 Defense +5 (+5 eff.) Resists +3% mind Crit.dmg- 10.00% Phys.save +7 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Max.HP +40.00 Knockbk- +10% ---------- misc Wards +2 arcane Talents +1 Ward +1 Command Staff This staff offers 18% bonus, 2 wards to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Armivon the Firebraid (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Wil +3 Con dps ---------- Dmg.mod +3% fire ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold ---------- misc Infravis +1 See.Invis +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 | Obsidianstreak the steel mail armour (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +5% arcane ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +8% Resists +18% cold +12% arcane +6% darkness Phys.save +6 (+3 eff.) Spell.save +10 (+3 eff.) A suit of armour made of mail. |
Inventory
Aeravea the iron waraxe (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 104% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +21 (+13 eff.) Resists +9% temporal Phys.save +6 (+3 eff.) Max.HP +40.00 HP.reg +2.00 Heal.mod +10% Poison- +20% Disarm- +22% One-handed war axes. |
Kilnwreath the steel waraxe (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 108% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +4 Dex +1 Cun +3 Con dps ---------- Res.pen +5% mind +5% fire Acc +9 (+3 eff.) ----- def ----- Defense +8 (+7 eff.) Disarm- +27% ---------- misc Infravis +3 One-handed war axes. |
balanced steel waraxe (105% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 105% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +20% One-handed war axes. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% HP.reg +3.70 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Falusin (0 def, 9 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +9 Fatigue +1% Resists +1% physical HP.reg +2.00 Knockbk- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.60 Max.stam +10.00 Unarmed combat: Power 98% Range: 1.4x Uses 0% Cun, 0% Str, 120% Mag 0% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Hailminister the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +6% cold Res.pen +5% cold Acc +6 (+2 eff.) Melee Ret 2 mind ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Disarm- +28% ---------- misc Psi/ret +0.12 Unarmed combat: Power 118% Range: 1.4x Uses 0% Cun, 0% Str, 120% Mag 0% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Xeruvea the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +2 Mag dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Crit.dmg- 15.00% Max.HP +46.00 ---------- misc Light +3 Infravis +1 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 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. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Siedi the Doomelf Mana Knight level 10
7th Flare 122nd year of Ascendancy at 00:19 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Siedi the Doomelf Mana Knight level 6
76th Pyre 122nd year of Ascendancy at 10:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Siedi the Doomelf Mana Knight level 10
4th Mirth 122nd year of Ascendancy at 03:59 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Siedi the Doomelf Mana Knight level 10
4th Mirth 122nd year of Ascendancy at 04:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Siedi the Doomelf Mana Knight level 14
10th Dusk 122nd year of Ascendancy at 01:25 see stats
Log
Siedi's is vulnerable to attacks and effects!
Velubrekira the orc fighter hits Siedi for (1 mitigated), 4 nature, (1 mitigated), 3 mind, (3 mitigated), (1 shrugged off), 20 darkness (29 total damage).
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Siedi casts Mana Bolt.
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Siedi casts Mana Burst.
Siedi's spell attains critical power!
Siedi is surging arcane power.
Siedi hits Velubrekira the orc fighter for 377 arcane damage.
Aduldatira the great wolf's PARRY is purged!
Siedi hits Aduldatira the great wolf for (36 deflected), 305 arcane (306 total damage).
Siedi hits Shadow for 397 arcane damage.
Siedi killed shadow!
Siedi hits Velubrekira the orc fighter for 63 arcane damage.
Siedi hits Aduldatira the great wolf for 54 arcane damage.
Siedi hits Velubrekira the orc fighter for 63 arcane damage.
Siedi hits Aduldatira the great wolf for 54 arcane damage.
Siedi hits Velubrekira the orc fighter for 63 arcane damage.
Siedi hits Aduldatira the great wolf for 54 arcane damage.
Aduldatira the great wolf howls
Velubrekira the orc fighter performs a melee critical strike against Siedi!
Velubrekira the orc fighter hits Siedi for (3 mitigated), (2 shrugged off), 37 physical, (3 mitigated), (1 shrugged off), 20 darkness, (1 mitigated), 3 fire (62 total damage).
Velubrekira the orc fighter performs a melee critical strike against Siedi!
Velubrekira the orc fighter hits Siedi for (3 mitigated) damage.
Velubrekira the orc fighter roars triumphantly.
Velubrekira the orc fighter hits Siedi for 10 physical damage.
Velubrekira the orc fighter killed Siedi!
Siedi the level 16 doomelf mana knight was skewered to death by Velubrekira the orc fighter on level 1 of Old Forest.
































