Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Discordant class (and friends) - enemy edition 1.6.7This is a fork of Rukaneo's Discordant and Friends, itself a fork of Vectorinox's Discordant and Friends. This fork removes the brakes on the original addon by allowing enemies to get all non-customer classes from this addon, and marks some of the most egregiously broken (on enemies) talents as enemy-unusable. Each class should now be a challenge to work around on enemies, rather than being literally unkillable (notably primitive and discordant). ----------- Original from VectorinoxDescriptionsAdd Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold. This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Bonus class: Primitive, master of bump-attack *joke class* ------------- [ Creditshttp://game-icons.net/ Changelog1.0.0:- Initial release Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Cultist Rebalance 1.7.3I have played a lot of cultist and I wanted to try to fix some things wrong with it by giving it more build options, especially with the rift tree. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: 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:
High Quality Sounds 1.7.2Replaces a selection of sounds with higher quality versions. First release focuses primarily on UI, Actions and Talents from the base game. Future releases will handle the DLC's, various creatures and minor adjustments to tone down some sounds that prove to be an annoyance. Content consists of only sound assets to try and have the highest possible compatibility with future patches. DISCLAMER: These are not sounds I personally created from scratch but where taken from various sources. I take no credit in the creation of these sounds, only the selecting, editing, converting and packaging all this as a mod. I do this just for fun and to enhance a game I love to play. If you are an original creator and is somehow not cool with this, please let me know and I will remove that material. Role Race 1.7.4Role play kit/ロールプレイキット(日本語は英語の下です) Ninja Assassin Trapper! and More Wizards Class addition packs are now available for adding Cornac races! Ninja Assassin Trapper more Wizards (Challenger Class) Pyromancer Race/human add cornac fravors Highalf is a mixed-race albino of Higher and Cornac. Earthling was a resident of another star than Eyal. Paralleling is a resident of a different star than Eyal. Animaling is a mutant of Cornac, a half-beast man with beast ears and tail. コーナック種族追加アドオンにクラス追加パックが登場! 忍者 アサシン 罠師 何かを忘れた魔法使い達(挑戦者クラス) 火炎術師 Earthling(地球人/イヤル転生者)はEyalとは別の星の住人でした。 Paralleling(異世界召喚者)はEyalとは別の星の住人です。 Animaling(アニマリング/半獣人/ケモビト)は Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Draconians (1.7 compat) 1.7.2Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the abscene of ajfluffy. forked AGAIN in the absence of Aura and it becoming unplayable in 1.7.2 (glad to yank down ifthe original fork updates). These are ONLY 'make it playable' fixes, and not anything robust because this player likes dragons. Necromancy+ 1.7.2Features: 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 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Spell Merchants 1.7.4
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Nargol 1.7.4Adds the Nargol as a playable Halfling subrace. Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later. 1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead. 1. Space Out: each talent cast will increase your negative life slightly. 2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1. 3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap. 4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life. In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point: Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Ignore Race/Class Locks 1.7.0Modifies 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: 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.
Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Harrier class 1.7.0Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua. Recaiden's Evolution Prodigies 1.6.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. Knight Evolution for Bulwark 1.7.4Adds a new class evolution for Bulwark, the Knight.
As a knight, you learn how to protect the Weaks and defeat the Evils.
You gain:
Spirit Horse Talent - Sustain. Gain shield and movement speed while active.
Spirit Horse Category
- Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed.
- Knight's vow: Passively increases defensive stats and regenerate stamina on blocking.
- Tactical retreat: Retreat and gain movement speed
- Hammer and Anvil: Deal massive damage if target knocked back to wall. Damage increases with movement speed.
Knight Training Category
- Grand strategy: Gain wild speed on active.
- Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor.
- Well fitted: Gain defensive stats if you wear heavy armor.
- Chivalry: More damage on counterstrike.
Inferno Race Pack 1.7.0Adds a collection of my races. Swordsmaster Class 1.7.2Adds 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 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Antimagic Undeads 1.7.4 Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included 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: 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 Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
Items Vault 1.7.0Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Communist Artifacts 1.7.4Equalizes the rarity of all artifacts, because I'm sick of seeing Girdle of the Calm Waters in egress. Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Classic Berzerker Remix 1.7.0Adds the Berzerker class, a modified Berserker with a mix of pre- and post-1.2.0 Berserker talents. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Tooltips Past Level 5 1.7.3If you can level up a talent past level 5, you can compare the new levels (literally 1 row changed, I think it is a bug). Compatibilty: overrides _M:getTalentDesc at mod/dialogs/LevelupDialog.lua Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) Class: blackguard 1.7.4 Steel Monk Evolution for Brawler 1.7.0Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. 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 Verdant Class Pack 1.7.2Content 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 | Light |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Colossus |
Class | Blood Mage |
Level / Exp | 17 / 1% |
Size | huge |
Lifes / Deaths | Killed by Sleeping Mayoth at level 17 on the 6th Profit 122nd year of Ascendancy at 08:55 / 1 |
Primary Stats
Strength | 16 (base 11) |
Dexterity | 12 (base 10) |
Constitution | 65.482048821305 (base 44) |
Magic | 55 (base 44) |
Willpower | 18 (base 10) |
Cunning | 21 (base 12) |
Resources
Life | -15/821 |
Mana | 236/236 |
Paradox | 300 |
Vim | 0/72 |
Healing Factor | 1.8064065054895 |
Regeneration | 9.4836341538201 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +90% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 12 |
See Invisible | 12 |
Offense: Mainhand
Damage | 57 |
Accuracy | 42 |
Crit Chance | 10% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Cold | +6% |
Darkness | +6% |
Blight | +20% |
Arcane | +15% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 42.803695892971 (50%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 5 |
Physical Save | 25 |
Spell Save | 26 |
Mental Save | 15 |
Defense: Resistances
Cold | + 30%( 75%) |
Lightning | + 22%( 75%) |
Light | + 37%( 75%) |
Temporal | + 33%( 75%) |
Blight | + 39%( 75%) |
Darkness | + 25%( 75%) |
Fire | + 17%( 75%) |
All | + 14%( 75%) |
Defense: Immunities
Stun Resistance | 35% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Silence Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 90 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 296 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Pyre | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Vim | 1.60 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Trauma | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
Chronomancy / Energy | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Colossus | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blood spear | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Corruption / Blood magic | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining the Chronomancy/Energy tree, unlocked. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining the Corruption/Vile Life tree, unlocked. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. But something has torn the Light apart. It must be whole again. You must be whole again! | active |
Equipment
On feet | Ivosemira the pair of hardened leather boots (0 def, 3 armour) Ivosemira the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +8 Lck +4 Dex defense ------ Armor +3 Resistance +12% cold Crit Resistance 15.00% Stealth +8 Poison Resist +20% A pair of boots made of leather. |
Light source | The Little Light The Little Light0.0 Encumbrance unknown lite [Unique] Unknown While equipped: defense ------ Resistance +15% light other ------- Light +4 An orb of light. It has embedded itself in your body, causing wisps of luminous energy to stream off of your skin. |
On head | Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)3.0 Encumbrance T4 head armor [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun offense ------ Damage +20% blight Ignore resists +10% blight Accuracy +10 (+4 eff.) defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +6% Resistance +20% blight Disease Resist +50% other ------- See Stealth +12 See Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Tool | Poritira the Tempestblur [power 210] (23/25 cooldown) Poritira the Tempestblur [power 210] (23/25 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +3 Str +3 Mag +4 Con defense ------ Resistance +9% lightning Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 523 Base Damage: 210 Armor: 7 All Resist: 20 Puts all charms on 25 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | entropic steel ring of power entropic steel ring of power0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun offense ------ Physical Power +6 (+2 eff.) Spellpower +7 (+3 eff.) Mindpower +6 (+3 eff.) When Hit 6 acid 6 darkness Rings make your fingers look great! |
On fingers | Deepsmistress the copper ring Deepsmistress the copper ring0.1 Encumbrance T1 ring jewelry [Rare] While equipped: offense ------ Damage +6% fire When Hit 4 darkness On-Hit (Melee): * 5% chance to slow global speed by 41% On-Hit (Ranged): * 6% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% fire +12% light +6% darkness Spell save +6 (+3 eff.) Rings make your fingers look great! |
Around waist | blurring rough leather belt of carrying blurring rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Defense +8 (+4 eff.) Fatigue -4% Stealth +5 other ------- Encumbrance +20 A belt that goes around your waist. |
In main hand | void walker's ash magestaff of might (15-18 power, 3 apr, arcane element) void walker's ash magestaff of might (15-18 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Blood Spear Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +6 (+2 eff.) Damage +15% arcane defense ------ Resistance +7% darkness +7% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +9% Out-of-Phase Resilience +5% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Murkvortex' (5 def, 2 armour) hardened leather gloves 'Murkvortex' (5 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 cold Damage +6% cold On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Armor +2 Defense +5 (+3 eff.) Resistance +9% blight +6% cold Life Regen +4.00 Silence Resist +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Huriyarab the Obsidianwrest (9 def, 6 armour) Huriyarab the Obsidianwrest (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Arcane While equipped: Stats +1 Wil offense ------ Spell Crit +3% Damage +9% acid +6% darkness Ignore resists +5% darkness defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +15% temporal other ------- Max vim +20.00 A suit of armour made of leather. |
Cloak | linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | restful steel amulet of healing restful steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Fatigue -5% Life Regen +1.00 Healmod +10% Cut Resist +50% Heal: Puts all charms on 35 cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 133 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
blink rune (range 5; phase 13; cd 17) blink rune (range 5; phase 13; cd 17)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 170; dur 4; cd 22) acid wave rune of the wizard (damage 170; dur 4; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 170.04 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 72; cd 18) shatter afflictions rune (absorb 72; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 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 72 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 100; cd 12) shatter afflictions rune of the wizard (absorb 100; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 100 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Worn Glyph Worn Glyph0.1 Encumbrance T1 amulet jewelry [Unique] Nature/Disrupt While equipped: defense ------ Resistance +10% blight +10% nature +10% arcane Spell save +5 (+3 eff.) Aged by time and nature, it isn't clear what is enscribed on this pendant. Some of its power still lingers though. |
warrior's stralite amulet of dexterity (+5) warrior's stralite amulet of dexterity (+5)0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +5 Dex defense ------ Resistance +6% physical other ------- Stamina/turn +0.50 Amulets make your neck look great! |
marksman's stralite ring of lightning (+28%) marksman's stralite ring of lightning (+28%)0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +14% lightning Accuracy +4 (+2 eff.) defense ------ Resistance +28% lightning Rings make your fingers look great! |
cruel ash magestaff of might (15-18 power, 3 apr, arcane element) cruel ash magestaff of might (15-18 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Blood Spear Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +12.00% Spellpower +6 (+2 eff.) Damage +15% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Tirakai's Maul (sludge-dripping) (32-42 power, 6 apr) Tirakai's Maul (sludge-dripping) (32-42 power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% On Hit: 20% Slime Spit 2 On Hit: * 12% chance to slow global speed by 41% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
arcing dwarven-steel longsword of phasing (24-34 power, 9 apr) arcing dwarven-steel longsword of phasing (24-34 power, 9 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +3.5% Attack Speed 100% Phasing +12% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage Sharp, long, and deadly. |
arcing steel mace (14-19 power, 3 apr) arcing steel mace (14-19 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage Blunt and deadly. |
steel mace of dampening (12-18 power, 3 apr) steel mace of dampening (12-18 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Disrupt Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: defense ------ Resistance +9% acid +8% lightning +9% cold +9% fire +2% all Spell save +7 (+4 eff.) Blunt and deadly. |
flaming dwarven-steel mace of paradox (26-37 power, 4 apr) flaming dwarven-steel mace of paradox (26-37 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +9 temporal On-Hit, radius 1 +8 fire While equipped: defense ------ Resistance +9% temporal Blunt and deadly. |
chilling stralite mace of erosion (34-48 power, 5 apr) chilling stralite mace of erosion (34-48 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Ego] Arcane/Nature Weapon Damage 34.0 - 47.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +9 nature +9 cold Blunt and deadly. |
hateful dwarven-steel waraxe of persecution (20-27 power, 4 apr) hateful dwarven-steel waraxe of persecution (20-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Disrupt/Psionic Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +5 darkness Damage Against +5% Living +8% Unnatural While equipped: Stats +3 Wil One-handed war axes. |
gifted thorny mindstar of clarity (9-10 power, 24 apr, mind damage) gifted thorny mindstar of clarity (9-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +10 (+5 eff.) defense ------ Mind save +3 (+3 eff.) other ------- Max psi +12.00 Talents +1 Attune Mindstar 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. |
horrifying thorny mindstar of clarity (8-9 power, 24 apr, nature damage) horrifying thorny mindstar of clarity (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 6 mind 3 darkness Damage +4% mind +3% darkness defense ------ Mind save +3 (+3 eff.) other ------- Max psi +10.00 Talents +1 Attune Mindstar 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. |
horrifying pulsing mindstar of life (13-14 power, 32 apr, nature damage) horrifying pulsing mindstar of life (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) On-Hit 3 mind 7 darkness Damage +2% mind +4% darkness defense ------ Life +29.00 Life Regen +1.10 other ------- Talents +1 Attune Mindstar 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. |
Corpsebow Corpsebow4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Unique] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: offense ------ Spellpower +10 (+4 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 22 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
hardened leather sling of piercing hardened leather sling of piercing4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: offense ------ Ignore resists +5% all Accuracy +7 (+3 eff.) Ignore Armor +5 Slings are used to hurl stones or metal shots at your foes. |
Arrows of Manalocking (20/20, 15-21 power, 5 apr) Arrows of Manalocking (20/20, 15-21 power, 5 apr)3.0 Encumbrance T1 arrow ammo Reqs Dex 16 [Unique] Arcane Weapon Damage 15.0 - 21.0 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 20 On-ranged-hit +10 arcane silence Fight magic with magic! |
chilling quiver of yew arrows of amnesia (21/21, 30-42 power, 10 apr) chilling quiver of yew arrows of amnesia (21/21, 30-42 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego+] Arcane/Psionic Weapon Damage 30.0 - 42.0 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 21 On-ranged-hit +9 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of yew arrows (45/45, 31-43 power, 10 apr) high-capacity quiver of yew arrows (45/45, 31-43 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego] Master Weapon Damage 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 45 While equipped: other ------- Reload +3 Arrows are used with bows to pierce your foes to death. |
reinforced dwarven-steel shield of resilience (0 def, 11 armour, 32-38 power, 116.5 block) reinforced dwarven-steel shield of resilience (0 def, 11 armour, 32-38 power, 116.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego] Nature/Master When used to Attack: Weapon Damage 31.5 - 37.8 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +116 While equipped: defense ------ Armor +11 Fatigue +8% Life +58.00 other ------- Talents +1 Block Handheld deflection devices. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 22.40 to 28.00 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
spellwoven woollen robe of light (+21%) (0 def, 0 armour) spellwoven woollen robe of light (+21%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) Damage +14% light defense ------ Resistance +21% light +9% all Spell save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of the mind (+15%) (0 def, 0 armour) cashmere robe of the mind (+15%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Psionic While equipped: offense ------ Damage +15% mind defense ------ Resistance +15% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of light (+18%) (0 def, 0 armour) mindwoven cashmere robe of light (+18%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +12% light defense ------ Resistance +18% light +11% all Mind save +18 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel mail armour (3 def, 8 armour) dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Normal] While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
steel plate armour (0 def, 9 armour) steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates. |
Anevor the Blastbraze Anevor the Blastbraze1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +5 (+1 eff.) Damage +6% lightning +3% arcane +6% nature When Hit 2 arcane On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +12% lightning Mind save +5 (+5 eff.) A belt that goes around your waist. |
oblivion's hardened leather belt of the magus oblivion's hardened leather belt of the magus1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) Damage +7% darkness Ignore resists +7% darkness defense ------ Resistance +5% darkness Physical save +5 (+2 eff.) A belt that goes around your waist. |
blood-soaked pair of hardened leather boots (0 def, 3 armour) blood-soaked pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Ignore Armor +6 defense ------ Armor +3 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
restful hardened leather gloves of magic (+3) (0 def, 2 armour) restful hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +6% arcane defense ------ Armor +2 Life Regen +2.00 other ------- Stamina/turn +0.70 Max stamina +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emirebeth (0 def, 3 armour) Emirebeth (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Dex +1 Wil defense ------ Armor +3 Fatigue +3% Resistance +9% acid +12% light +5% arcane Crit Resistance 15.00% other ------- Stamina when Hit +1.20 Equi when Hit +0.70 A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane A part of set. While equipped: defense ------ Defense +2 (+1 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
The Floodgate of Thought (slagged) (0 def, 8 armour) The Floodgate of Thought (slagged) (0 def, 8 armour)2.0 Encumbrance T3 head armor [Unique] Nature/Unknown While equipped: Stats +16 Cun offense ------ When Hit 11 fire defense ------ Armor +8 Resistance +5% physical +10% fire This hat is affected by the Psiblades sustain (needs to be equipped while the sustain is activated). This 'hat' is coated in carefully arranged pieces of mindstars, almost as if someone smashed several of the foci and used their bits to assemble a mosaic. It seems to enhance your mental capabilities, although some of its power is only accessible with proper training. |
2 agate 2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
55 alchemist agate 55 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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 Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance 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. |
powerful dwarven-steel torque of psionic shield [power 81] (23/25 cooldown) powerful dwarven-steel torque of psionic shield [power 81] (23/25 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Izpidiz the Colossus Blood Mage level 10
27th Voratun 122nd year of Ascendancy at 06:50 see stats
By Izpidiz the Colossus Blood Mage level 15
2nd Profit 122nd year of Ascendancy at 03:31 see stats
Log
Izpidiz casts Healing Inversion.
Izpidiz casts Blood Grasp.
Izpidiz casts Vile Transplant.
Izpidiz is lost in despair!
Izpidiz evades Something.
Izpidiz loses 31 health to the soulburn.
Talent Corrupted Negation is ready to use.
Something drains life from Izpidiz!
Burning from Dozing Salanne hits Izpidiz for (7 dissipated), 65 fire (65 total damage).
Something hits Izpidiz for (7 dissipated), 60 fire (60 total damage).
Something hits Izpidiz for (2 dissipated), 4 blight, (3 dissipated), 6 physical, (7 dissipated), 61 physical, (0 dissipated), 1 blight, (1 dissipated), 2 physical (75 total damage).
Izpidiz hits Something for 8 fire damage.
Izpidiz hits Something for 8 fire, 9 healing (8 total damage) [9 healing].
Izpidiz hits Something for (8 flat reduction), 0 fire (0 total damage).
Something hits Izpidiz for (7 dissipated), 173 fire (173 total damage).
Izpidiz evades Something.
Izpidiz evades Something.
Izpidiz loses 31 health to the soulburn.
Izpidiz recovers sight.
Izpidiz is not disabled anymore.
Izpidiz is no longer being stalked by Sleeping Mayoth's devouring flames area effect.
Sleeping Mayoth's devouring flames area effect drains life from Izpidiz!
Burning from Dozing Salanne hits Izpidiz for (7 dissipated), 94 fire (94 total damage).
Sleeping Mayoth's devouring flames area effect hits Izpidiz for (7 dissipated), 67 fire (67 total damage).
Izpidiz hits Something for 8 fire damage.
Izpidiz hits Something for 8 fire, 10 healing (8 total damage) [10 healing].
Izpidiz hits Something for (8 flat reduction), 0 fire (0 total damage).
Izpidiz the level 17 colossus blood mage was roasted to death by Sleeping Mayoth on level 1 of Hidden Vault - Blackened Ruins (2).
Sleeping Mayoth prepares for the next kill!