Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Additional Randart Properties 1.5.5 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! 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. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. 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. 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. Inferno Race Pack 1.4.0Adds a collection of my races. 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: 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:
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:
No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. 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: 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! Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. 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: Arcane Combat Tweaks 1.5.0Tweaks to the Arcane Command configuration dialog. Notable features:
Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. 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. Infinite Cat Points 1.4.0One Cat Point per level. 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. 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 | Lightspawn |
Class | Celestial Hero |
Level / Exp | 12 / 71% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 37 (base 37) |
Dexterity | 42 (base 37) |
Constitution | 42 (base 37) |
Magic | 50 (base 37) |
Willpower | 45 (base 37) |
Cunning | 53 (base 37) |
Resources
Mana | 489/489 |
Vim | 278/278 |
Life | 1731/1731 |
Positive | 218/218 |
Stamina | 386/386 |
Steam | 100/100 |
Healing Factor | 1.5264150943396 |
Regeneration | 43.502830188679 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +55% |
Spell | +200% |
Global | +155% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 47.291445842515 |
See Invisible | 37.291445842515 |
Offense: Mainhand
Damage | 37 |
Accuracy | 55 |
Crit Chance | 47% |
APR | 83 |
Speed | 0.33 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 37% |
Speed | 0.33333333333333 |
Cooldown Reduction | 21.45 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 23% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +22% |
Blight | +25% |
Arcane | +22% |
Mind | +27% |
Physical | +22% |
Lightning | +22% |
Light | +57% |
Temporal | +22% |
Darkness | +28% |
Cold | +22% |
Fire | +31% |
Nature | +32% |
Offense: Damage Penetration
Acid | +22% |
Blight | +22% |
Arcane | +22% |
Mind | +22% |
Physical | +22% |
Lightning | +22% |
Light | +22% |
Temporal | +22% |
Darkness | +22% |
Cold | +22% |
Fire | +22% |
Nature | +22% |
Defense: Base
Armour (hardiness) | 96.750256032637 (100%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 1 |
Physical Save | 92 |
Spell Save | 85 |
Mental Save | 80 |
Defense: Resistances
Acid | + 39%(100%) |
Blight | + 67%(100%) |
Arcane | + 39%(100%) |
Mind | + 47%(100%) |
All | + 22%(100%) |
Physical | + 51%(100%) |
Lightning | + 39%(100%) |
Light | + 59%(100%) |
Temporal | + 42%(100%) |
Darkness | + 24%(100%) |
Cold | + 55%(100%) |
Fire | + 43%(100%) |
Nature | + 55%(100%) |
Defense: Immunities
Confusion Resistance | 22% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 80% |
Inscriptions (3/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 52.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: 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 63%. |
Class Talents
Celestial / Volatility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Sun | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Phantasm | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Sunlight | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Sickly Radiance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Irradiate | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunbeams | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Sol | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Undead / Undeadheritage | 1.00 |
| 1/1 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Undead / Lightspawn | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Sickness | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Reactor | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Effects
talent | Solar Wind |
talent | Stream of Life |
talent | Overkill |
talent | Chant of Fortress |
talent | Blur Sight |
talent | Pulsing Aura |
talent | Abyssal Shield |
talent | Searing Sight |
talent | Internal Reactor |
talent | Phantasmal Shield |
talent | Manic Flurry |
talent | Sickness Within, Sickness Without |
beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
beneficial effect | The target is surrounded by a magical shield, absorbing 238/238 damage before it crumbles. Damage Shield |
Quests
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On hands | blighted rough leather gloves of dexterity (+2) (0 def, 1 armour) blighted rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 blight Dmg.mod +3% blight Acc +10 (+4 eff.) ----- def ----- Armour +1 Resists +5% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Tulyregas the rough leather cap (0 def, 5 armour) Tulyregas the rough leather cap (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Phys.crit +4.0% Crit.mult +5.00% Apr +8 ----- def ----- Armour +5 Fatigue +1% A cap made of leather. |
Tool | Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.4 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 198.14 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. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Main armor | verdant elven-silk robe (12 def, 0 armour) verdant elven-silk robe (12 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% nature ----- def ----- Defense +12 (+3 eff.) Poison- +28% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | cruel ash starstaff of blood (15-18 power, 3 apr, light element) cruel ash starstaff of blood (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego+] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 draining blight While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light ----- def ----- HP.leech%% +5% HP.leech +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Light source | scorching brass lantern of focus scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind Melee Ret 12 fire ----- def ----- Resists +5% fire ---------- 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. |
Cloak | Bethorin the Kindlepyre (1 def, 0 armour) Bethorin the Kindlepyre (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Dmg.mod +6% light Melee Ret 4 light 8 temporal ----- def ----- Defense +1 (+1 eff.) Resists +6% light +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | clarifying copper amulet of the eclipse clarifying copper amulet of the eclipse0.1 T1 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 5 light 5 darkness Dmg.mod +5% light +6% darkness On Melee Ret: * 5% chance to inflict 15% damage reduction * 5% chance to blind ----- def ----- Resists +10% mind Confus- +22% Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 80% / cooldown 51%) medical injector implant (efficiency 80% / cooldown 51%)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 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 5) steam generator implant (steam 5)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.9 steam per turn. Can be activated for an instant burst of 24 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the warrior (resist 14%; cure physical) wild infusion of the warrior (resist 14%; cure physical)0.1 T1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 6 Travel.spd instantaneous Usage Speed Spell (33% 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%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 8; power 26; dur 3) phase door rune of the duelist (range 8; power 26; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Voltaic Pendant Voltaic Pendant0.1 T1 amulet jewelry [Unique] Arcane/Nature While equipped: dps ---------- Ranged+ 10 lightning ----- def ----- Stun/Frz- +10% Chain Lightning: Level 1.2 Pwr.cost 30 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 35.03 to 105.09 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Burning Basher (10-14 power, 4 apr) Burning Basher (10-14 power, 4 apr)3.0 T1 sceptre 1H weapon [Unique] Arcane Power 10.0 - 14.0 Physical Uses 50% Mag, 50% Con Acc+ +2.5% procs dam / acc Apr +4 Crit +1.0% Atk.spd 100% Melee+ +20 fire burn On Crit.r2 +10 acid While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +10% acid +10% fire ---------- misc Sight -1 The end of this sceptre emits an acrid smoke and burns painfully if you touch it. |
elm vilestaff (10-12 power, 2 apr, blight element) elm vilestaff (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- 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. |
linen cloak 'Gleamenvy' (1 def, 0 armour) linen cloak 'Gleamenvy' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Res.pen +10% mind Melee Ret 4 light On Hit (Melee): * 30% chance to blind ----- def ----- Defense +1 (+1 eff.) Resists +6% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hettufang (5 def, 0 armour) Hettufang (5 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Dex +6 Mag +5 Wil +2 Con ----- def ----- Defense +5 (+2 eff.) Fatigue -2% ---------- misc Mana/turn +0.20 Psi/turn +0.13 Masteries +0.10 Technique/Finishing moves A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (2 def, 0 armour) linen robe (2 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
serene linen robe of fire (+16%) (9 def, 0 armour) serene linen robe of fire (+16%) (9 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Defense +9 (+3 eff.) Resists +16% fire Mind.save +6 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's iron gauntlets of strength (+3) (0 def, 6 armour) stone warden's iron gauntlets of strength (+3) (0 def, 6 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Ego+] Arcane/Master While equipped: Stats +3 Str +5 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +6 Hardiness +6% Resists +4% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cured leather armour of the deep (2 def, 6 armour) cured leather armour of the deep (2 def, 6 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +7% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of leather. |
Arrows of Manalocking (20/20, 15-21 power, 5 apr) Arrows of Manalocking (20/20, 15-21 power, 5 apr)3.0 T1 arrow ammo [Unique] Arcane Power 15.0 - 21.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 20 Ranged+ +10 arcane silence Fight magic with magic! |
2 nuummite 2 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 agate 3 agate0.0 T1 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
7 verdite 7 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+3 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+3 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Burnvein the brass lantern Burnvein the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid Res.pen +20% fire Melee Ret 8 acid ----- def ----- Resists +3% fire Mind.save +6 (+2 eff.) ---------- misc Light +2 See.Stealth +7 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
spinel 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% Latent Damage Type: Fire 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. |
simple frost salve [power 9] simple frost salve [power 9]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 63% cooldown modifier. Remove 1 physical effects and grants a frost aura (9% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 106] simple healing salve [power 106]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 63% cooldown modifier. Heal 106 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
small geode small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Think Positive II the Lightspawn Celestial Hero level 9
10th Mirth 122nd year of Ascendancy at 11:08 see stats
By Think Positive II the Lightspawn Celestial Hero level 10
1st Flare 122nd year of Ascendancy at 18:27 see stats
By Think Positive II the Lightspawn Celestial Hero level 11
9th Dusk 122nd year of Ascendancy at 23:14 see stats
By Think Positive II the Lightspawn Celestial Hero level 4
76th Pyre 122nd year of Ascendancy at 13:10 see stats
By Think Positive II the Lightspawn Celestial Hero level 2
75th Pyre 122nd year of Ascendancy at 03:33 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
Think Positive II deactivates Pulsing Aura.
Think Positive II's Pulsing Aura has been deactivated!
Think Positive II deactivates Sickness Within, Sickness Without.
Think Positive II's Sickness Within, Sickness Without has been deactivated!
Think Positive II deactivates Stream of Life.
Think Positive II is no longer sustained by their light.
Think Positive II's Stream of Life has been deactivated!
Think Positive II deactivates Searing Sight.
Think Positive II's Searing Sight has been deactivated!
Think Positive II deactivates Overkill.
Think Positive II's Overkill has been deactivated!
Think Positive II deactivates Blur Sight.
Think Positive II's Blur Sight has been deactivated!
Think Positive II deactivates Abyssal Shield.
Think Positive II's Abyssal Shield has been deactivated!
Think Positive II deactivates Solar Wind.
Think Positive II's Solar Wind has been deactivated!
Think Positive II deactivates Manic Flurry.
Think Positive II's Manic Flurry has been deactivated!
Think Positive II deactivates Phantasmal Shield.
Think Positive II's Phantasmal Shield has been deactivated!
Think Positive II deactivates Internal Reactor.
Think Positive II's Internal Reactor has been deactivated!
The shield around Think Positive II crumbles.
Think Positive II deactivates Chant of Fortress.
Think Positive II's Chant of Fortress has been deactivated!
Think Positive II's solar fury subsides.