









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Arknights Core Classes 1.7.6Core class framework for playable Arknights Operators in ToME 1.7.6. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Race: Tinkerer 1.7.5Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Voidslime - Demented Ooze 1.7.6Adds the Voidslime class, a new subclass for the demented category inspired by the concept of an arcane oozemancer. If I don't suck at my job the class should be on the easier side which is intentional since I'd like it to appeal to the oozemancer lovers who tend to be beginners that struggle with survival on general classes still. Jedi 1.7.6(Preview of lightsabers bellow) Inexplicably, you felt the call to go to a specific location, far away from home. The journey just begun. As you learn, the image of the former Jedi Master becomes clearer and will give you full knowledge of his unique fighting style once you proved yourself (will appear completely at level 10), Forms: Soresu Ataru Djem So Makashi Niman Vaapad Juyo
VISUAL EFFECTS: The intensity of the visual effect around your character (electric sparks for Siths, blue or green energy for Jedis) increases with how many stacks (center/hubris/balance...) you currently have. Each forms has its own stacks mechanic, except Djem-so and Ataru who has a long lasting buff instead (therefore these 2 have the visual effect around your character at maximum intensity for their buff durations). Jedi is a new subclass under Psionic for ToME 1.7.6. This mod will allow you to play your character as the padawan/apprentice under the guidance of the most iconic Jedi or Sith of your choice. Shared talents give you the classic force push (especially destructive as pushed hostiles if pushed thru a wall will destroy them creating a kinetic explosion), force pull, saber deflect (a % chance of completely negating all damage and associated status effect from attacks, except of course AOEs and most spells), and many many more unique talents/mechanics that i created myself from top to bottom. As you reach level 10 (hopefully), you may at last repair your holocron and uncover (well, actually, choosing really) who this Force master actually is, and then use his unique fighting style, some of them COMPLETELY change your gameplay (some have blinding speed, some are very slow but absurdly strong, and more...).[url=https://postimg.cc/62r2Drd2][img]https://i.postimg.cc/62r2Drd2/tome-jedi-custom.png[/img][/url] Download: - Te4.org: [url]te4.org/games/addons/tome/jedi[/url] - Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3808312170 - Forum link: [url]https://forums.te4.org/viewtopic.php?f=50&t=57193[/url] The class is under: Psionic → Jedi. Needs nothing else. First public build. If something breaks, tell me the form, the talent, your other addons, and drop te4_log.txt here. I cannot wait to see your feedback, as this mod was made in accordance with the star wars movies (the first 6 movies to be exact). If you love my mod and want to help me doing more, remember that you can make a donation to our beloved DarkGod in the website, and if you want to help and thank me: [url]https://ko-fi.com/seha854373[/url] Share your death here (with Form used) so that your character will become immortal as a Force ghost :shock: to help Jedis that are still alive and avoid them the same fate (also it's always fun) I might add create more Forms from other famous characters (maybe Grand master Yoda, Darth Maul (done), Qui-Gon Jinn, Darth Sidious/Palpatine...), if it comes to that I will let you guys decide which one you want. 2.0.0 Update:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Free Respec But only stats and talents 1.7.4Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats and talents freely at any time. based on Free Respec by youhei, which is based on Full Respecialization by Time to Die. Weight: 100 Superload: Class: Harvester 1.7.6Adds Harvester class as a wilder subclass. Class talents: Generic talents: All icons were made by https://game-icons.net/ . Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Wyarm Evolution for Wyrmic 1.7.6Adds Wyarm evolution for Wyrmic. - Wyarm Combat Mastery: The mastery talent for unarmed combat. All icons were made by https://game-icons.net/ . Better Item Description 1.7.4This 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 Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Semi-Roguelike (mild) |
| Sex | Male |
| Race | Yeek |
| Class | Jedi |
| Level / Exp | 25 / 63% |
| Size | small |
| Lifes / Deaths | Killed by Ce'Nutta the elven corruptor at level 25 on the 7th Haze 122nd year of Ascendancy at 19:36 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 43 (base 39) |
| Dexterity | 18 (base 13) |
| Constitution | 26 (base 16) |
| Magic | 12 (base 10) |
| Willpower | 70 (base 55) |
| Cunning | 39 (base 11) |
Resources
| Life | -311/786 |
| Equilibrium | 47 |
| Psi | 133/214 |
| Healing Factor | 1.3616586254954 |
| Regeneration | 8.5103664093465 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 9 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 52 |
| Crit Chance | 12% |
| APR | 53 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| All | 0% |
| Physical | +25% |
| Mind | +6% |
| Nature | +15% |
Offense: Damage Penetration
| Physical | +27% |
| Mind | +20% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 51.317011280365 (72.903125182002%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 41 |
| Mental Save | 47 |
Defense: Resistances
| Lightning | + 22%( 70%) |
| Temporal | + 13%( 70%) |
| Blight | + 7%( 70%) |
| Physical | + 19%( 70%) |
| All | + 4%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Silence Resistance | 11% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 46% |
| Knockback Resistance | 40% |
| Stun Resistance | 35% |
| Poison Resistance | 20% |
| Blind Resistance | 11% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 517% 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Jedi / Djem So Form | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Jedi / Jedi Discipline | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Jedi / Saber Combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Jedi / Force Techniques | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Jedi / Gem Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Jedi / Saber Mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Plreae. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Ivita the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +1 Con dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Armour +1 Resists +3% temporal Phys.save +6 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +6 (+2 eff.) Die.at -60.00 life Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
| Light source | Dagothad2.0 T1 lite [Rare] Nature While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +6% acid Melee Ret 6 acid ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Isagavea the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Dmg.mod +10% nature Acc +10 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +15% nature Die.at -60.00 life ---------- misc Hate/m.crit +1.00 A pointy cloth hat, very wizardly... |
| Tool | Gloruratira the iron torque of mindblast [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Mag +5 Cun +1 Con dps ---------- Dmg.mod +6% mind Res.pen +5% mind ---------- misc Infravis +2 Blast the opponent's mind dealing 117 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% physical Acc +6 (+3 eff.) ----- def ----- Resists +10% physical Rings make your fingers look great! |
| On fingers | gladiator's copper ring of perseverance0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +24% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | gifted thorny mindstar of sand (17-19 power, 49 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 17.0 - 18.7 Mind Uses 327% Wil, 196% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +49 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) Melee+ 4 physical Dmg.mod +6% physical Res.pen +7% physical ----- def ----- Resists +6% physical ---------- 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. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | Bethilaith (9 def, 18 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +9% physical Res.pen +5% physical ----- def ----- Armour +18 Defense +9 (+6 eff.) Fatigue +12% Resists +19% lightning Mind.save +13 (+5 eff.) Max.HP +20.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of mail. |
| Cloak | Baradig the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Apr +4 ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +6% temporal +3% nature Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +3.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +10% nature +11% blight Poison- +20% Disease- +21% Amulets make your neck look great! |
copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +10% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 336 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
steel longsword 'Issyrin' (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 mind On Hit.r1 +6 fire On Hit: * 13% chance to reduce all saves and defense by 32 While equipped: Stats +2 Cun +1 Wil dps ---------- Res.pen +6% physical Acc +7 (+4 eff.) Apr +6 ----- def ----- Defense +5 (+4 eff.) Resists +3% blight Spell.save +6 (+2 eff.) Silence- +10% Sharp, long, and deadly. |
arcing stralite waraxe of massacre (42-58 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane/Master Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
Serpent's Glare (7-8 power, 10 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 54% Wil, 32% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +10 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 185.89 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar of resolve (2-3 power, 8 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 54% Wil, 32% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +8 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +2 (+0 eff.) ---------- 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. |
vined mindstar of storms (5-6 power, 12 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Mind Uses 54% Wil, 32% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +1 Dex +2 Mag +2 Wil +1 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 7 lightning Dmg.mod +6% lightning Res.pen +4% lightning ----- def ----- Resists +5% lightning ---------- 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. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arichak (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Mag +4 Wil +5 Con dps ---------- Spell.crit +3% Mind.crit +3% Crit.mult +15.00% Spell.pwr +4 (+4 eff.) Mind.pwr +3 (+1 eff.) S.pwr/crit +4 Dmg.mod +6% blight +13% temporal +7% nature +11% arcane ----- def ----- Resists +11% all Mind.save +16 (+6 eff.) Poison- +21% Disease- +26% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
Demonshine (5 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Con dps ---------- Dmg.mod +9% fire ----- def ----- Armour +7 Defense +5 (+4 eff.) Fatigue +22% Die.at -20.00 life Max.HP +24.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of metal plates. |
steel plate armour 'Yvysenne' (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +2 Cun ----- def ----- Armour +14 Fatigue +22% Resists +33% lightning +3% blight +5% arcane +6% darkness A suit of armour made of metal plates. |
insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +5% cold HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
linen cloak 'Corruptionnigh' (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.pwr +5 (+2 eff.) Acc +4 (+2 eff.) Apr +4 On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +6% nature +1% physical Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wanderer's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +1 Cun +1 Con ----- def ----- Armour +1 Phys.save +10 (+5 eff.) Mind.save +10 (+4 eff.) A pair of boots made of leather. |
iron gauntlets 'Glorumitta' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Cun +4 Con ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning Spell.save +6 (+2 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +12.00 See.Invis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Torchquick' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +1 (+1 eff.) Resists +15% acid +12% fire +3% nature +3% blight Max.HP +60.00 A pointy cloth hat, very wizardly... |
Starwyrd the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% light +15% mind On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +3 Fatigue +5% Resists +3% light ---------- misc Hate/m.crit +1.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 119.2 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
15 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 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. |
14 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. |
8 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
424 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. |
Arthekor the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +9% blight +3% fire +3% nature +6% temporal Max.HP +45.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 T1 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.(126 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Chaludin (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Mind.crit +3% Dmg.mod +6% nature ----- def ----- Resists +11% nature +6% fire +6% light +3% mind Spell.save +3 (+1 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
cleansing elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Plreae the Yeek Jedi level 17
17th Dusk 122nd year of Ascendancy at 15:42 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Plreae the Yeek Jedi level 17
12nd Dusk 122nd year of Ascendancy at 15:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Plreae the Yeek Jedi level 10
10th Mirth 122nd year of Ascendancy at 11:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Plreae the Yeek Jedi level 20
28th Dusk 122nd year of Ascendancy at 21:05 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Plreae the Yeek Jedi level 17
22nd Dusk 122nd year of Ascendancy at 04:05 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Plreae the Yeek Jedi level 14
6th Flare 122nd year of Ascendancy at 05:45 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Plreae the Yeek Jedi level 10
1st Summertide 122nd year of Ascendancy at 17:08 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Plreae the Yeek Jedi level 24
5th Haze 122nd year of Ascendancy at 08:27 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Plreae the Yeek Jedi level 17
22nd Dusk 122nd year of Ascendancy at 04:02 see stats
Log
Force Choke from Plreae hits Ce'Nutta the elven corruptor for 5 mind damage.
Ce'Nutta the elven corruptor's entropic storm hits Plreae for (13 antimagic), 0 darkness, (7 antimagic), 0 temporal (0 total damage).
Ce'Nutta the elven corruptor's Shoot hits Plreae for 119 physical damage.
Ce'Nutta the elven corruptor shoots!
Plreae uses Antimagic Zone.
Ce'Nutta the elven corruptor resists the silence!
Static Shield from Ce'Nutta the elven corruptor hits Plreae for (2 antimagic), 0 lightning, (21 antimagic), 0 nature, (27 antimagic), 0 fire (0 total damage).
Plreae's manaburn arcane area effect hits Ce'Nutta the elven corruptor for 26 arcane damage.
Melee retaliation hits Ce'Nutta the elven corruptor for 3 acid damage.
Ce'Nutta the elven corruptor loses 29 health to the entropy.
The static shield around Ce'Nutta the elven corruptor crumbles.
Ce'Nutta the elven corruptor's Shoot hits Plreae for 90 physical damage.
Nihil from Ce'Nutta the elven corruptor hits Plreae for (7 antimagic), 0 temporal (0 total damage).
Entropic Gift from Ce'Nutta the elven corruptor hits Plreae for (28 antimagic), 0 temporal, (32 antimagic), 36 darkness (36 total damage).
Force Choke from Plreae hits Ce'Nutta the elven corruptor for 5 mind damage.
Ce'Nutta the elven corruptor shoots!
Plreae's manaburn arcane area effect hits Ce'Nutta the elven corruptor for 34 arcane damage.
Ce'Nutta the elven corruptor shoots!
Ce'Nutta the elven corruptor loses 29 health to the entropy.
Ce'Nutta the elven corruptor slows down.
Plreae is no longer attuned.
Talent Unstoppable Force is ready to use.
Talent Force Pull is ready to use.
Entropic Gift from Ce'Nutta the elven corruptor hits Plreae for (32 antimagic), 19 temporal, (32 antimagic), 36 darkness (54 total damage).
Nihil from Ce'Nutta the elven corruptor hits Plreae for (13 antimagic), 0 temporal (0 total damage).
Plreae's manaburn arcane area effect hits Ce'Nutta the elven corruptor for 34 arcane damage.
Ce'Nutta the elven corruptor's Shoot hits Plreae for 124 physical damage.
Plreae the level 25 yeek jedi was chopped into tiny pieces to death by Ce'Nutta the elven corruptor on level 1 of Dark crypt.
































































