Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Crystalist 1.5.6 Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Commando class 1.5.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Additional Randart Properties 1.5.5 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Harbinger 1.5.6 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
Adjustable Levelup - t155 1.5.5Allows modification of leveling. Can modify stat gain, talent gain, category gain, life gain, and more. If you would like to be able to modify other values post them in the comments. Inspired by Asellia's adjustable_level_points addon. Syro's edits: Added some changes that were added up to the game version 1.5.5, like hide categories button. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Store Restocker 1.5.5Proper Possession 1.5.0
Frequently Asked Questions: Inferno Race Pack 1.4.0Adds a collection of my races. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Auto-Transmo Gems 1.1.0Adds 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. No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Restart Sustains 1.0.5Mark 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: Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Mage Knight 1.5.5Adds 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. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Bladebender 1.5.6 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This 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 White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 10 / 7% |
Size | huge |
Lifes / Deaths | Killed by Emelorin the large white snake at level 3 on the 9th Mirth 122nd year of Ascendancy at 19:38 / 1 |
Primary Stats
Strength | 30 (base 14) |
Dexterity | 32 (base 30) |
Constitution | 37 (base 21) |
Magic | 33 (base 28) |
Willpower | 37 (base 33) |
Cunning | 29 (base 21) |
Resources
Mana | 84/84 |
Psi | 97/97 |
Vim | 131/131 |
Life | 385/385 |
Positive | 43/77 |
Stamina | 51/51 |
Steam | 100/100 |
Healing Factor | 1.02 |
Regeneration | 1.275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 1 |
Offense: Mainhand
Damage | 41 |
Accuracy | 35 |
Crit Chance | 12% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 60 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Fire | +5% |
Offense: Damage Penetration
Physical | +20% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 139.19337716109 (52.857537869539%) |
Defense | 40 |
Ranged Defense | 42 |
Fatigue | 1.1662340916785 |
Physical Save | 44 |
Spell Save | 46 |
Mental Save | 21 |
Defense: Resistances
Acid | + 4%( 50%) |
Lightning | + 33%( 70%) |
Darkness | + 25%( 70%) |
Physical | + 39%(100%) |
Fire | + 28%( 70%) |
All | + 20%( 70%) |
Defense: Immunities
Pinning Resistance | 15% |
Teleport Resistance | 65% |
Stun Resistance | 82% |
Blind Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 82% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
Corruption / Demonic pact | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Armor forging | 1.00 |
| 2/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Terramancy | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Terramorphism | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Psionic / Sorption | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Terrakinesis | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Weapon forging | 1.00 |
| 2/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Stoneshield | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Gladiator | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Eldritch Combat |
talent | Refine Ore |
talent | Shield Wall |
talent | Eldritch Aura |
talent | Shielding |
talent | Beyond the Flesh |
talent | Earth Stance |
talent | Kinetic Shield |
talent | Hardened Core |
talent | Spellsword Combat |
talent | Earthen Shield |
talent | Earthen Body |
talent | Thermal Shield |
talent | Anime Style |
talent | Steelskin |
talent | Charged Shield |
talent | Elemental Stance |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured psion to the recall portal on level 3 of Norgos Lair. Escort: injured psion (level 3 of Norgos Lair)As a reward you improved talent Psychometry (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
Equipment
Psionic focus | Time Crystal Time Crystal0.0 T1 white gem [Unique] Arcane/Psionic While equipped: On Spell Hit: 10% Temporal Bolt 1 On Mind Hit: 10% Dust to Dust 1 Item imbue powers: Latent Damage Type: Temporal Secondary Damage Type: Temporal + stun, blind, pin, or confuse (power 50%) for 5 turns This rare form of quartz was used as a power source in early time-travel experiments, but they were never successful. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 24% Wil, 64% Cun, 0% Mag Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 41.80 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
On head | rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Around waist | Eilinesewen Eilinesewen1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +31.00 A belt that goes around your waist. |
In main hand | acidic iron waraxe of massacre (16.5-23.1 power, 2 apr) acidic iron waraxe of massacre (16.5-23.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 16.5 - 23.1 Physical Uses 60% Wil, 0% Mag Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 acid On Crit: * splashes the target with acid One-handed war axes. |
On feet | miner's pair of iron boots (0 def, 7 armour) miner's pair of iron boots (0 def, 7 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
In off hand | reinforced iron shield (4 def, 7 armour, 7.5-9 power, 39 block) reinforced iron shield (4 def, 7 armour, 7.5-9 power, 39 block)7.0 T1 shield armor [Ego] Master When used to Attack: Power 7.5 - 9.0 Physical Uses 60% Wil, 0% Mag Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +2.5% Block +39 While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
Light source | brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Main armor | Betulema the rough leather armour (1 def, 2 armour) Betulema the rough leather armour (1 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +16% lightning +2% physical +6% darkness Blind- +5% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 83% / cooldown 70%) medical injector implant (efficiency 83% / cooldown 70%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 83% efficiency and cooldown mod of 70%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 80% / cooldown 73%) medical injector implant (efficiency 80% / cooldown 73%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 73%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 108% / cooldown 79%) medical injector implant of the warrior (efficiency 108% / cooldown 79%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 79%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4) steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
manasurge rune (600% regen over 10 turns; 30 instant mana) manasurge rune (600% regen over 10 turns; 30 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
psionicist's copper ring of perseverance psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) HP.reg +1.10 Stun/Frz- +21% Rings can have magical properties. |
iron dagger (9-11.7 power, 5 apr) iron dagger (9-11.7 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.0 - 11.7 Physical Uses 27% Wil, 0% Mag, 27% Cun Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Cuthafast the Starblur (10-14 power, 2 apr) Cuthafast the Starblur (10-14 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 10.0 - 14.0 Physical Uses 60% Wil, 0% Mag Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +15 insidious poison While equipped: dps ---------- Dmg.mod +3% fire Melee Ret 4 light ---------- misc Max.P.En +15.00 Max.N.En +15.00 Light +3 Sharp, long, and deadly. |
Apprentice Staff (10-12 power, 0 apr, arcane element) Apprentice Staff (10-12 power, 0 apr, arcane element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Arcane Uses 100% Mag Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +0% Spell.pwr +5 (+2 eff.) Dmg.mod +10% lightning +10% fire +10% arcane +10% cold ----- def ----- Resists +10% lightning +10% fire +10% arcane +10% cold ---------- misc Talents +1 Command Staff Masteries +0.20 Spell/Ordered hedgemagic +0.20 Spell/Force A staff that has been carefully constructed for novices of the Art. |
potent elm magestaff of might (12-14.4 power, 2 apr, arcane element) potent elm magestaff of might (12-14.4 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego] Arcane Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +5 (+2 eff.) Dmg.mod +12% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
insidious iron waraxe of erosion (11-15.4 power, 2 apr) insidious iron waraxe of erosion (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature Power 11.0 - 15.4 Physical Uses 60% Wil, 0% Mag Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 insidious poison +7 temporal +6 nature One-handed war axes. |
iron waraxe of persecution (11-15.4 power, 2 apr) iron waraxe of persecution (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Disrupt Power 11.0 - 15.4 Physical Uses 60% Wil, 0% Mag Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Against +6% Unnatural While equipped: Stats +2 Wil One-handed war axes. |
Aerekath Aerekath1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Resists +6% temporal +3% light +3% blight +6% fire +5% cold A belt that goes around your waist. |
Xerekira Xerekira1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) ----- def ----- Resists +6% fire +5% cold ---------- misc Telepathy Humanoid/Orc A belt that goes around your waist. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 9.5 - 13.3 Physical Uses 24% Wil, 64% Cun, 0% Mag Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
iron plate armour of cold resistance (3 def, 7 armour) iron plate armour of cold resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +15% cold A suit of armour made of metal plates. |
spiked iron plate armour (3 def, 7 armour) spiked iron plate armour (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% A suit of armour made of metal plates. |
acidic iron shield of cold resistance (+16%) (4 def, 2 armour, 10-12 power, 20 block) acidic iron shield of cold resistance (+16%) (4 def, 2 armour, 10-12 power, 20 block)7.0 T1 shield armor [Ego] Nature/Master When used to Attack: Power 10.0 - 12.0 Physical Uses 60% Wil, 0% Mag Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +2.5% Block +20 On Hit: * 11% chance to corrode armour by 30% While equipped: dps ---------- Melee+ 5 acid Melee Ret 14 acid ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 10.5-12.6 power, 21 block) iron shield (4 def, 2 armour, 10.5-12.6 power, 21 block)7.0 T1 shield armor [Normal] When used to Attack: Power 10.5 - 12.6 Physical Uses 60% Wil, 0% Mag Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +2.5% Block +21 While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield of fire resistance (+16%) (4 def, 2 armour, 7-8.4 power, 23 block) iron shield of fire resistance (+16%) (4 def, 2 armour, 7-8.4 power, 23 block)7.0 T1 shield armor [Ego] Master When used to Attack: Power 7.0 - 8.4 Physical Uses 60% Wil, 0% Mag Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +2.5% Block +23 While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of elm arrows (15/15, 12-16.8 power, 5 apr) quiver of elm arrows (15/15, 12-16.8 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 12.0 - 16.8 Physical Uses 30% Wil, 0% Mag, 42% Cun Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 15 Arrows are used with bows to pierce your foes to death. |
7 nuummite 7 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% When used as an alchemist bomb: Life regen 2% of max life Latent Damage Type: Darkness Secondary Damage Type: Darkness + reduce damage by 20% for 5 turns Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 verdite 3 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+4 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+4 eff.) When used as an alchemist bomb: Additional 10 acid damage Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 168.51 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
4 spinel 4 spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% When used as an alchemist bomb: Additional 30 fire burn damage Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 Chest 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. |
3 tiny geode 3 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 When used as an alchemist bomb: Additional 10 physical damage Latent Damage Type: Physical Secondary Damage Type: Gravity Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% When used as an alchemist bomb: Additional 10 bright light damage Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Ran for 15 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the previous level here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Kan'on Baal deactivates Earthen Body.
Kan'on Baal deactivates Anime Style.
Kan'on Baal deactivates Hardened Core.
Kan'on Baal deactivates Earthen Shield.
Kan'on Baal deactivates Kinetic Shield.
Kan'on Baal deactivates Spellsword Combat.
Kan'on Baal deactivates Elemental Stance.
Kan'on Baal deactivates Earth Stance.
Kan'on Baal deactivates Refine Ore.
Kan'on Baal deactivates Eldritch Combat.
Kan'on Baal deactivates Steelskin.
Kan'on Baal deactivates Shield Wall.
Kan'on Baal deactivates Charged Shield.
Kan'on Baal deactivates Shielding.
Kan'on Baal deactivates Eldritch Aura.
Kan'on Baal deactivates Thermal Shield.
Kan'on Baal deactivates Beyond the Flesh.
Kan'on Baal deactivates Stone Skin.