Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Weapons Pack 1.2.3This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Ignore Race/Class Locks 1.0.6Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: ZOmnibus Addon Pack 1.2.0Combines 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: Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. 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): Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Ashes of Urh'Rok 1.2.4Official 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:
Faerie Race 1.2.3This 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 Improved player targetting 1.2.0Player's targetting improvements. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Doctornull's Ego Pack 1.1.6Not complete. Please don't use yet unless you want to beta-test an incomplete addon. Contains replacements for existing egos. Details here: Summary: Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Faerie |
| Class | Adventurer |
| Level / Exp | 19 / 56% |
| Size | tiny |
| Lifes / Deaths | Killed by Beterin the brown bear at level 19 on the 54th Dusk 122nd year of Ascendancy at 03:41 / 1 |
Primary Stats
| Strength | 19 (base 12) |
| Dexterity | 26 (base 12) |
| Constitution | 19 (base 12) |
| Magic | 26 (base 12) |
| Willpower | 35 (base 24) |
| Cunning | 59 (base 46) |
Resources
| Mana | 5/376 |
| Psi | 105/105 |
| Life | -39/378 |
| Positive | 6/104 |
| Stamina | 176/176 |
| Healing Factor | 1.42 |
| Regeneration | 5.041 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.0426515162923% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
Offense: Mainhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Barehand
| Damage | 59 |
| Accuracy | 63 |
| Crit Chance | 33% |
| APR | 5 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 35.4 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35.55 |
| Crit Chance | 26% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 27 (37%) |
| Defense | 46.076224747285 |
| Ranged Defense | 46.076224747285 |
| Fatigue | 10 |
| Physical Save | 45.866666666667 |
| Spell Save | 42.55 |
| Mental Save | 44.066666666667 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Bleed Resistance | 50% |
| Blind Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 788% over 10 turns and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 230 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
| Technique / Pugilism | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Absorption | 1.00 |
| 4/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Faerie | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Striking Stance |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| talent | Charged Shield |
| beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +36% Defense: +18 Avoidance of some traps. |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Piercing Sight (+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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You&039; The Brotherhood of Alchemists* &039; * You& | active |
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 within11 lumberjacks have died. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge Maze* Travel to the Hedge Maze in the south-west of Elvala. * Escort Raimundus safely through the Hedge Maze. | active |
Equipment
| Psionic focus | Shocklash (10-13 power, 5 apr) Shocklash (10-13 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stat: 90% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 4% chance to disease * 40% chance to daze Damage (Melee): +6 temporal / +6 blight / +6 nature When wielded/worn: Accuracy: +5 Defense: +5 Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 lightning / 4 temporal Changes resistances: +6% temporal Changes damage: +3% temporal Sharp, short and deadly. |
| On hands | stone warden& stone warden&Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 Armour: +13 Armour Hardiness: +7% Damage (Ranged): 8 physical Changes stats: +3 Dex / +3 Cun / +5 Con Changes resistances: +5% physical When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). Damage (Melee): +8 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Guardian& Guardian&Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Accuracy: +15 Defense: +15 Changes stats: +5 Dex / +5 Mag Changes resistances: +25% blight Changes resistances cap: +15% blight Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| On head | Brightobsidian the rough leather cap (0 def, 3 armour) Brightobsidian the rough leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Damage when hit (Melee): 20 physical Changes stats: +1 Str / +2 Con Changes resistances: +7% nature Changes damage: +6% fire Physical save: +10 Spell save: +4 Life regen: +0.20 Maximum life: +48.00 Infravision radius: +2 Healing mod.: +14% A cap made of leather. |
| On feet | The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It& |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 55 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Huvon HuvonInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Dex Changes resistances: +5% arcane Mental save: +3 Blindness immunity: +5% Stun/Freeze immunity: +24% Life regen: +1.60 Stamina each turn: +0.70 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
| On fingers | copper ring &039; copper ring &039;Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness / 4 fire Changes stats: +6 Mag / +3 Wil / +3 Cun Changes resistances: +3% darkness Changes resistances penetration: +10% fire Changes damage: +3% darkness / +12% fire Spellpower: +13 Rings can have magical properties. |
| Around neck | Brightraze the copper amulet Brightraze the copper amuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease * 30% chance to blind Changes resistances: +15% blight / +7% physical Cut immunity: +50% Stamina each turn: +0.30 Light radius: +1 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 251 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | old dull aurastone old dull aurastoneRequires: - Magic 11 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 1 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 1 mana): Base power: 4.0 - 4.4 Uses stat: 10% Mag Damage type: Temporal Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -50.0% A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
| Around waist | blurring rough leather belt blurring rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 Talent cooldown: Stealth (-1 turn) Stealth bonus: +5 A belt that goes around your waist. |
| In off hand | old dull aurastone old dull aurastoneRequires: - Magic 11 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 1 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 1 mana): Base power: 4.0 - 4.4 Uses stat: 10% Mag Damage type: Temporal Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -50.0% A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
| Cloak | Yvuldamina (7 def, 0 armour) Yvuldamina (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Changes stats: +3 Wil / +3 Mag Changes resistances: +6% acid Changes damage: +27% blight / +3% acid Physical save: +6 Spell save: +6 Maximum mana: +43.00 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | volcanic cured leather armour of Eyal (2 def, 10 armour) volcanic cured leather armour of Eyal (2 def, 10 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +2 Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 7 fire Changes resistances: +13% physical / +13% fire Life regen: +1.50 Maximum life: +48.00 Healing mod.: +16% A suit of armour made of leather. |
Inventory
heroism infusion of the wizard (+10 for 10 turns, die at -321) heroism infusion of the wizard (+10 for 10 turns, die at -321)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 10 turns. While Heroism is active, you will only die when reaching -321 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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 ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
restful copper amulet of constitution (+4) restful copper amulet of constitution (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Con Life regen: +0.90 Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
steel amulet of dexterity (+4) steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Amulets can have magical properties. |
rogue& rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +8 Changes stats: +4 Cun Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. thunderous iron dagger of torment (10-13 power, 5 apr)thunderous iron dagger of torment (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stat: 90% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 8% chance to daze * 20% chance to torment the target When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +5% lightning / +6% mind / +5% darkness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, arcane element)ash magestaff (15-18 power, 3 apr, arcane element) Requires: - Magic 16 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: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Wil, 80% Cun Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.0% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 52.68 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
iron helm &039; (0 def, 3 armour) iron helm &039; (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +5% Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 6 physical Changes stats: +3 Str / +6 Lck Changes resistances: +9% acid / +3% temporal Changes damage: +3% acid / +9% temporal Spell crit. chance: +3% Mental crit. chance: +3% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 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 Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
This item will automatically be transmogrified when you leave the level. piercing brass lanternpiercing brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Changes resistances penetration: +6% all 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. |
brutal iron pickaxe (dig speed 19 turns) brutal iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +6 Changes stats: +1 Str Critical mult.: +12.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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) 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, costing 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. |
Chamihir [power 9] (6 cooldown) Chamihir [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Cun Changes resistances penetration: +5% mind Spellpower on spell critical (stacks up to 3 times): +4 Maximum pos.energy: +12.00 Mindpower: +8 Light radius: +3 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty) (Uniques)
Killed Ben Cruthdar the Cursed.By Miranda the Faerie Adventurer level 17
33rd Dusk 122nd year of Ascendancy at 08:17 see stats
Fear me not! (Insane (Roguelike) difficulty) (Uniques)
Survived the Fearscape!By Miranda the Faerie Adventurer level 16
12nd Dusk 122nd year of Ascendancy at 20:27 see stats
Level 10 (Insane (Roguelike) difficulty) (Uniques)
Got a character to level 10.By Miranda the Faerie Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 15:30 see stats
The Arena (Insane (Roguelike) difficulty) (Uniques)
Unlocked Arena mode.By Miranda the Faerie Adventurer level 14
8th Flare 122nd year of Ascendancy at 17:25 see stats
The secret city (Insane (Roguelike) difficulty) (Uniques)
Discovered the truth about mages.By Miranda the Faerie Adventurer level 16
16th Dusk 122nd year of Ascendancy at 11:09 see stats
Treasure Hunter (Insane (Roguelike) difficulty) (Uniques)
Amassed 1000 gold pieces.By Miranda the Faerie Adventurer level 17
33rd Dusk 122nd year of Ascendancy at 12:36 see stats
Log
The smoke around Miranda dissipate.
Bleeding from Beterin the brown bear hits Miranda for (4 to psi shield), (3 resist armour), 0 physical (0 total damage).
Beterin the brown bear uses Perfect Strike.
Beterin the brown bear aims carefully.
Bleeding from Beterin the brown bear hits Miranda for (4 to psi shield), (3 resist armour), 0 physical (0 total damage).
Bleeding from Beterin the brown bear hits Miranda for (4 to psi shield), (3 resist armour), 0 physical (0 total damage).
The force shield around Beterin the brown bear crumbles.
Bleeding from Beterin the brown bear hits Miranda for (4 to psi shield), (3 resist armour), 0 physical (0 total damage).
Bleeding from Beterin the brown bear hits Miranda for (4 to psi shield), (3 resist armour), 0 physical (0 total damage).
Miranda stops bleeding.
Miranda casts Earthen Missiles.
Miranda&
Miranda hits Beterin the brown bear for 2 temporal, 3 blight, 2 nature, 2 fire (10 total damage).
Beterin the brown bear shrugs off the effect &039;!
Beterin the brown bear starts to bleed.
Miranda&aaaaaaLASTaaaaaaLASTLAST039;s Earthen Missiles hits Beterin the brown bear for 23 physical, 4 physical (27 total damage).
Miranda&aaaaaaLASTaaaaaaLASTLASTLASTBeterin the brown bear performs a melee critical strike against Miranda!
You twist your body in complex ways mitigating the blow by 50.
Miranda resists the stun!
Beterin the brown bear performs a melee critical strike against Miranda!
You twist your body in complex ways mitigating the blow by 81.
Saving game...
