









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Spellsword 1.7.6This 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. Items Vault 1.7.6Donators/Buyers bonus! Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest vNext 1.7.6Quality of Life improvements for resting and auto-exploring. All credit to improved-restauto & the many authors who actually wrote this. 0.0.1: - Tweak Player.lua code to match latest code from upstream - Remove Restart Sustains compatibility which really just dropped this Mods entire reason for existing - Remove PartyLore which did nothing different than upstream, but lost some functionality - Update PlayerExplore from upstream See "improved-restauto" http://forums.te4.org/viewtopic.php?f=50&t=44401 for orig version Display Luck on character sheet. 1.7.6Simple addon that displays "hidden" Luck stat on character sheet. 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:
Mage Knight Unofficial 1.7.6UNOFFICIAL update. Attempting to fix broken talent script that causes game to lock out when NPCs load in with talent. Please let me know if you find any broken scripts and let me know along with the error log and I will see if I can resolve it, though don't expect the world as I have little specific coding knowledge for ToME; I may be able to resolve basic errors but I don't know if I can restore broken and non-functional talent effects. :') If the original creator wishes for me to remove this please let me know and I will do so, in spite of the original mod being wholly abandoned. Adds the Mage Knight metaclass, and its six sub-classes. This addon also includes several miscellaneous options available in the Mage Knight Plus tab of the Game Options menu. 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 stealthy, mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations. 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. True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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:
Reformat Item Description 1.7.6Reformat Item Description (non-intrusive)This extension reformats item description text so the keys in Unlike some similar addons, this one is non-intrusive and does not modify the original description code. Hold the Alt key while hovering over an item to view the original, unformatted description.
Notes
Contributions, bug reports, and improvements are welcome: GitHub repository Version history
1.0.2 1.0.1 1.0.0 New Alchemist 1.7.6Full remake of Alchemist and gems: Changes for gems: Remake of Golem: 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 | quick |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Mana Knight |
| Level / Exp | 18 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by Voruldama the wolf at level 18 on the 48th Quantumnal 1337th year of Ascendancy at 08:01 / 1 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 3 (base 1) |
| Constitution | 31 (base 22) |
| Magic | 53 (base 46) |
| Willpower | 62 (base 46) |
| Cunning | 16 (base 10) |
Resources
| Life | -156/459 |
| Mana | 462/462 |
| Essence | 85/100 |
| Healing Factor | 1.2658714593978 |
| Regeneration | 7.9116966212364 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 3 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 47 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +32% |
| Light | +10% |
| Fire | +15% |
| Arcane | +19% |
| Cold | +15% |
| Nature | +3% |
Offense: Damage Penetration
| Blight | +10% |
| Arcane | +20% |
| Cold | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 14 (38%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 5 |
| Physical Save | 35 |
| Spell Save | 45 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 14%( 74%) |
| Blight | + 44%( 80%) |
| Arcane | + 43%( 80%) |
| All | + 11%( 74%) |
| Lightning | + 31%( 74%) |
| Light | + 38%( 74%) |
| Temporal | + 39%( 80%) |
| Physical | + 18%( 74%) |
| Fire | + 24%( 74%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Silence Resistance | 19% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spell / Magical Fundamentals | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Arcane Expertimentation | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Mana Flare | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat Casting | 1.80 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Flexible Combat Training | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Effects
Quests
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 |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. | active |
Equipment
| On feet | pair of hardened leather boots 'Xerowen' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to reduce armor by 36% Changes resistances: +5% arcane +3% acid Changes resistances penetration: +20% arcane Psi when hit: +0.16 Infravision radius: +3 A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(119 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Khelemnir (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Str +7 Wil +3 Cun Changes resistances: +6% blight Mental save: +8 (+3 eff.) Knockback immunity: +20% Only die when reaching: -80.00 life Mindpower: +5 (+1 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | cleansing ash totem of stinging [power 176] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 181 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
| On fingers | rogue's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
| Around waist | rough leather belt 'Beloba'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +1 Defense: +15 (+8 eff.) Changes stats: +2 Str +3 Con Critical mult.: +10.00% Stealth bonus: +6 A belt that goes around your waist. |
| In main hand | greater ash magestaff of warding (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +5 (+3 eff.) Maximum wards: +2 lightning +2 cold +2 arcane +2 fire Changes damage: +15% lightning +15% cold +15% arcane +15% fire Talents granted: +2 Ward +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
| On hands | steady iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Mag Changes damage: +4% arcane Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 0% Dex, 0% Cun, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). Damage (Melee): +4 arcane Damage (radius 2) on crit: +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | linen robe 'Breezebreacher' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag +5 Wil Changes resistances: +6% fire +6% nature +7% all Changes resistances penetration: +5% nature / +10% cold Changes damage: +3% nature Mana each turn: +0.12 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Tempesthunter (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Wil Changes resistances penetration: +10% blight Changes damage: +6% lightning Spell save: +7 (+2 eff.) Mental save: +10 (+3 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.16 Mindpower: +25 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Charblight'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Dex +1 Wil +5 Con Changes resistances: +9% fire Light radius: +3 See invisible: +6 Amulets make your neck look great! |
Inventory
regeneration infusion of the psychic (heal 362; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 12%; physical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random physical effect and reduce all damage taken by 12% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Lorukalthogrim the Pitchtrial (0 def, 7 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +3 Mag +2 Wil +3 Cun Changes resistances penetration: +15% darkness Changes damage: +6% darkness Reduces incoming crit damage: 10.00% Stamina each turn: +1.00 Mindpower: +4 (+1 eff.) A cap made of leather. |
7 agateRequires: - Gem related talents 0.00 Encumbrance. Type: gem / black ; tier 1 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical When wielded/worn: Changes stats: +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used to imbue an object: Changes stats: +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarineRequires: - Gem related talents 0.00 Encumbrance. Type: gem / blue ; tier 2 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical When wielded/worn: Changes resistances: +30% lightning When used to imbue an object: Changes resistances: +30% lightning When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gimakor (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str +4 Cun Changes resistances: +3% blight Mental save: +18 (+6 eff.) Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinelRequires: - Gem related talents 0.00 Encumbrance. Type: gem / green ; tier 1 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Deals 50% extra poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Crystal FocusRequires: - Gem related talents Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane +20% blight (The created item can be activated to recover the Focus.) When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
amethystRequires: - Gem related talents 0.00 Encumbrance. Type: gem / yellow ; tier 2 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical When wielded/worn: Casting speed: +10% When used to imbue an object: Casting speed: +10% When used as an alchemist bomb: 50% chance to cleanse one magical debuff Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrineRequires: - Gem related talents 0.00 Encumbrance. Type: gem / yellow ; tier 1 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical When wielded/worn: Defense: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+5 eff.) When used as an alchemist bomb: gain 20 defense for 5 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrineRequires: - Gem related talents 0.00 Encumbrance. Type: gem / yellow ; tier 1 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zirconRequires: - Gem related talents 0.00 Encumbrance. Type: gem / yellow ; tier 1 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical When wielded/worn: Armour: +10 When used to imbue an object: Armour: +10 When used as an alchemist bomb: 50% chance to daze for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Radhyduvon the Orc Mana Knight level 10
44th Quantumnal 1337th year of Ascendancy at 09:44 see stats
Log
Voruldama the wolf hits Radhyduvon for (2 shrugged off), 76 physical (76 total damage).
Talent Mana Bolt is ready to use.
Radhyduvon casts Foundations of Evocation.
Voruldama the wolf is recovering from the damage!
Radhyduvon hits Voruldama the wolf for 34 fire, 34 cold, 36 arcane, 31 nature, 34 fire (170 total damage).
Radhyduvon hits Giant blue ant for 40 lightning, 33 light, 30 blight (103 total damage).
Voruldama the wolf uses Warshout.
Radhyduvon wanders around!
Giant blue ant casts Water Bolt.
Giant blue ant hits Radhyduvon for 15 cold damage.
Radhyduvon is confused and fails to use Mana Bolt.
Voruldama the wolf uses Stunning Blow.
Radhyduvon is stunned!
Voruldama the wolf hits Radhyduvon for (1 shrugged off), 49 physical, (1 shrugged off), 45 physical (94 total damage).
Voruldama the wolf hits Radhyduvon for (2 shrugged off), 92 physical (92 total damage).
Radhyduvon uses Infusion: Healing.
Radhyduvon receives 63 healing from Infusion: Healing.
Voruldama the wolf hits Radhyduvon for (2 shrugged off), 87 physical (87 total damage).
Talent Foundations of Aegis is ready to use.
Talent Foundations of Divination is ready to use.
Talent Mana Wave is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Foundations of Conveyance is ready to use.
Talent Dig is ready to use.
Talent Mana Blast is ready to use.
Voruldama the wolf hits Radhyduvon for (2 shrugged off), 86 physical (86 total damage).
Radhyduvon the level 18 orc mana knight was crushed to death by Voruldama the wolf on level 3 of Old Forest.
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QUICK Campaign Zones
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Ruins of Kor'Pul
Heart of the Gloom
The Maze
Old Forest
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QUICK Campaign Perks
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1: Infusion: Wild
2: Category: Stone Alchemy
3: Artifact: Crystal Focus
4: Refused Reward




































