











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Hedge Wizard Must Come 1.7.2Make Forest Troll Hedge-Wizard come at a higher probability. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Arcanum Class Pack 1.7.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Bugfix Pack 1.7.2An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Plenum Tooltip Custom Edit 1.6.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Timed Rest 1.7.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Early Boost & Some More Points Redux 1.7.0Significantly more points in the early game. Original by destructivore. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: 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. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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 Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Forbidden Cults 1.7.0Official 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 | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Mana Knight |
| Level / Exp | 14 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 14 on the 6th Dusk 122nd year of Ascendancy at 23:12 / 1 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 15 (base 12) |
| Magic | 50 (base 39) |
| Willpower | 43 (base 39) |
| Cunning | 11 (base 10) |
Resources
| Life | -84/408 |
| Essence | 59/100 |
| Healing Factor | 0.51861297628543 |
| Regeneration | 6.8716219357819 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 1 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 60 |
| Crit Chance | 33% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 46% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +16% |
| Light | +10% |
| Physical | +3% |
| Arcane | +15% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Cold | +5% |
| Physical | +30% |
Defense: Base
| Armour (hardiness) | 9 (46%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 5 |
| Physical Save | 38 |
| Spell Save | 43 |
| Mental Save | 37 |
Defense: Resistances
| Blight | + 39%( 84%) |
| Arcane | + 44%( 84%) |
| All | + 17%( 78%) |
| Lightning | + 34%( 78%) |
| Light | + 50%( 78%) |
| Temporal | + 45%( 84%) |
| Physical | + 22%( 78%) |
| Darkness | + 25%( 78%) |
| Nature | + 14%( 74%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 21% |
| Silence Resistance | 36% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 376 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 99 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Spell / Wizard Knight | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane Expertimentation | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Spell / Dancing Weapon | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Mana Flare | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Magical Fundamentals | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Technique / Flexible Combat Training | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Eldritch Combat |
| talent | Weapondance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target has been splashed with acid, taking 5.28 acid damage per turn, reducing armour by 2 and attack by 2. Acid Splash |
| detrimental effect | The target is poisoned, taking 112.38 nature damage per turn. Healing received is reduced by 55%. Damage dealt is reduced by 18%. Deadly Poison |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You failed to protect the temporal explorer from death by Isetira the black bear. Escort: temporal explorer (level 3 of Scintillating Caves) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 within3 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +20% Confus- +21% Stun/Frz- +20% A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Pyresweeper (0 def, 9 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +25 (+8 eff.) Dmg.mod +3% fire +3% physical ----- def ----- Armour +9 Fatigue +5% Resists +6% lightning +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Zeredig the Stormborn (dig speed 30 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str dps ---------- Res.pen +10% arcane +5% cold ----- def ----- Resists +9% lightning +5% arcane ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +3.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | wizard's steel ring of perseverance0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around waist | Glorubrekira the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Res.pen +20% physical ----- def ----- Phys.save +3 (+2 eff.) Max.HP +36.00 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
| In main hand | truestriking steel greatsword of massacre (138% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 139% Range: 1.6x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +12 (+3 eff.) Apr +12 Massive two-handed swords. |
| On hands | Toryfast the Tempestcast (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% Melee+ 5 lightning Dmg.mod +16% lightning ----- def ----- Armour +1 Resists +5% lightning Unarmed combat: Power 92% Range: 1.1x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Wil +1 Mag ----- def ----- Defense +7 (+6 eff.) Phys.save +5 (+2 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 | starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +10% darkness Blind- +23% Amulets make your neck look great! |
Inventory
movement infusion (speed 400%; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 549%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 549% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 111; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 111 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 286; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 286 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 11; cd 13)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 Travel.spd 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 11%, your defense is increased by 11 and all your resistances by 11%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 54; dur 4; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 54 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Rings make your fingers look great! |
balanced iron greatsword of erosion (112% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Nature/Master Power 112% Range: 1.6x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+6 eff.) Disarm- +29% Massive two-handed swords. |
iron greatsword of massacre (124% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 124% Range: 1.6x Uses 120% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Morningpain the elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Arcane Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +11 acid +4 physical On Hit.r1 +16 light While equipped: Stats +2 Dex +1 Cun +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +14% acid Longbows are used to shoot arrows at your foes. |
Zubewen the elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Arcane Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 lightning On Hit.r1 +16 temporal While equipped: Stats +1 Mag dps ---------- Mind.crit +2% Dmg.mod +15% lightning Res.pen +5% mind +15% temporal Longbows are used to shoot arrows at your foes. |
balanced iron mace of erosion (107% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Nature/Master Power 107% Range: 1.4x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +20% Blunt and deadly. |
horrifying mossy mindstar (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 75% Range: 1.1x Uses 0% Wil, 80% Mag, 0% Cun Dmg Nature Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Melee+ 4 mind 4 darkness Dmg.mod +3% mind +3% darkness ---------- misc 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. |
Pitchreign the cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Disrupt/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +4 darkness While equipped: Stats +1 Dex +3 Cun dps ---------- Dmg.mod +9% darkness Res.pen +6% physical On Hit (Ranged): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +9% acid +7% cold +7% fire +15% lightning +2% all Spell.save +8 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
balanced iron waraxe (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] 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 +7 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +21% One-handed war axes. |
rough leather belt 'Kablek'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Spell.crit +4% Crit.mult +5.00% Dmg.mod +3% mind ----- def ----- Resists +5% arcane Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Max.HP +41.00 ---------- misc Max.vim +40.00 A belt that goes around your waist. |
spellwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +7% all Spell.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frozenbringer (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +3 Dex dps ---------- Res.pen +5% cold ----- def ----- Armour +1 Resists +3% lightning +15% cold +5% arcane +6% nature Spell.save +3 (+1 eff.) Stealth +7 A pair of boots made of leather. |
Layalaith the Flashonslaught (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Wil dps ---------- Phys.crit +4.0% Mind.crit +2% Phys.pwr +4 (+1 eff.) Res.pen +5% fire Apr +3 ----- def ----- Armour +1 Resists +6% mind ---------- misc Equi/ret +0.04 Max.psi +20.00 A pair of boots made of leather. |
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. |
pair of iron boots of disengagement (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +3 Fatigue +2% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 153% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- 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. |
blighted hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 7 blight Dmg.mod +4% blight Acc +12 (+3 eff.) ----- def ----- Armour +2 Resists +5% blight Unarmed combat: Power 115% Range: 1.1x Uses 0% Str, 0% Dex, 120% Mag 0% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +9.0% Atk.spd 100% On Crit.r2 +5 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dagarion (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +10% mind ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +3% temporal +3% darkness +15% cold A cap made of leather. |
insulating iron helm of the depths (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +5% fire ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
iron mail armour of command (8 def, 8 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +8 (+7 eff.) Fatigue +12% Mind.save +10 (+4 eff.) A suit of armour made of mail. |
Flashnoon (8 def, 6 armour)9.0 T1 light armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% acid +18% fire Res.pen +10% fire Melee Ret 6 nature ----- def ----- Armour +6 Defense +8 (+7 eff.) Fatigue +6% Mind.save +13 (+5 eff.) A suit of armour made of leather. |
prismatic cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +15% lightning +12% light +12% darkness A suit of armour made of leather. |
iron shield (0 def, 2 armour, 98% power, 22.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 99% Range: 1.2x Uses 100% Mag, 0% Str Dmg Physical Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
7 agate0.0 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. |
205 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Gilerion the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun +1 Con dps ---------- Dmg.mod +18% physical Acc +4 (+1 eff.) ----- def ----- Defense +5 (+5 eff.) Resists +3% lightning ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blazebrand2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Spell.crit +2% Crit.mult +5.00% Dmg.mod +6% mind +6% lightning ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +20.00 Max.vim +30.00 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
powerful ash totem of stinging [power 170] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 140 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Hanodunalar the Darkblow [power 105] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +6 Wil dps ---------- Dmg.mod +12% temporal Melee Ret 2 darkness ---------- misc Light +2 Fire a magical bolt dealing 87 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ness the Shalore Mana Knight level 10
2nd Summertide 122nd year of Ascendancy at 09:08 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Ness the Shalore Mana Knight level 10
7th Mirth 122nd year of Ascendancy at 11:18 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Ness the Shalore Mana Knight level 10
7th Mirth 122nd year of Ascendancy at 14:44 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Ness the Shalore Mana Knight level 10
8th Flare 122nd year of Ascendancy at 12:25 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Ness the Shalore Mana Knight level 10
10th Flare 122nd year of Ascendancy at 01:15 see stats
Log
Ness hits Thief for 14 light, 14 light (27 total damage).
Ness hits Thief for 14 light, 14 light (27 total damage).
Thief is not stunned anymore.
Talent Mana Bolt is ready to use.
Ness reflects damage back to Thief!
Acid Splash from Thief hits Ness for (4 absorbed), 0 acid (0 total damage).
Deadly Poison from Thief hits Ness for (96 absorbed), 0 nature (0 total damage).
Ness hits Thief for 96 reflected damage.
Ness hits Thief for 4 reflected damage.
--------------------------------
Ness performs a melee critical strike against Thief!
Your shield crumbles under the damage!
The shield around Ness crumbles.
Thief performs a melee critical strike against Ness!
Thief's spell attains critical power!
Ness reflects damage back to Thief!
Thief hits Ness for (21 absorbed), (1 shrugged off), 16 physical, (2 shrugged off), 36 physical (52 total damage).
Ness hits Thief for 82 physical, 8 arcane, 5 lightning, 14 light, 40 physical, 8 arcane, 5 lightning, 14 light, 21 reflected (196 total damage).
Ness hits Thief for 14 light, 14 light (27 total damage).
Ness hits Thief for 14 light, 14 light (27 total damage).
Thief feels pain again.
Thief performs a melee critical strike against Ness!
Thief performs a melee critical strike against Ness!
Ness slows down.
Talent Foundations of Divination is ready to use.
Acid Splash from Thief hits Ness for 4 acid damage.
Thief hits Ness for (4 shrugged off), 69 physical, (1 shrugged off), 28 physical, 4 blight (101 total damage).
Deadly Poison from Thief hits Ness for (5 shrugged off), 92 nature (92 total damage).



















































