










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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:
Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 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 Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Possessor |
Level / Exp | 15 / 29% |
Size | medium |
Lifes / Deaths | Killed by Gledamina the honey tree at level 15 on the 24th Dusk 122nd year of Ascendancy at 03:56 / 1 |
Primary Stats
Strength | 16 (base 16) |
Dexterity | 19 (base 16) |
Constitution | 15 (base 10) |
Magic | 12 (base 10) |
Willpower | 46 (base 41) |
Cunning | 23 (base 21) |
Resources
Life | -121/111 |
Mana | 244/364 |
Psi | 94/273 |
Healing Factor | 1.3760311219418 |
Regeneration | 4.3344980341167 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +40% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 32.365053558023 |
See Invisible | 32.365053558023 |
Offense: Mainhand
Damage | 16 |
Accuracy | 30 |
Crit Chance | 8% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 16 |
Accuracy | 42 |
Crit Chance | 7% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Mind | +5% |
Darkness | +9% |
Light | +17% |
Cold | +10% |
Offense: Damage Penetration
Blight | +5% |
Cold | +8% |
Defense: Base
Armour (hardiness) | 12 (35.65183292883%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 0 |
Physical Save | 13.68 |
Spell Save | 22.92 |
Mental Save | 26 |
Defense: Resistances
Darkness | + 23%( 70%) |
Light | + 46%( 70%) |
Mind | + 13%( 70%) |
Acid | + 10%( 70%) |
Cold | + 33%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Psionic / Possession | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic menace | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Battle psionics | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Psionic / Body snatcher | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Ravenous mind | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed orc heart. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Res.pen +5% blight Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 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.(103 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Melee Ret 6 nature ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +3% cold Heal.mod +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 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. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 168 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Silence- +20% ---------- misc Max.enc +20 Mana/turn +0.11 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 6 light 6 darkness Dmg.mod +7% light +5% darkness On Melee Ret: * 5% chance to reduce damage dealt by 22% * 5% chance to blind ----- def ----- Resists +12% light +11% darkness Blind- +21% Amulets make your neck look great! |
In main hand | ![]() 1.0 T1 dagger 1H weapon [Rare] Nature Power 102% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 lightning +6 nature +16 mind On Crit.r2 +8 mind While equipped: Stats +2 Dex ----- def ----- Resists +6% mind Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +2 Mag +2 Cun +2 Con dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +6% darkness HP.reg +0.90 Heal.mod +13% A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 mind 3 darkness Dmg.mod +2% mind +4% darkness ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +10.00 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. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 30.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% ---------- misc Masteries +0.11 Psionic/Solipsism Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 5.0 T1 greatmaul 2H weapon [Normal] Power 120% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Random Unique] Nature/Master Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit.r2 +47 lightning +21 cold While equipped: Stats +7 Str +1 Wil +1 Con dps ---------- Mov.spd +43% Dmg.mod +13% physical Res.pen +19% lightning +13% cold +23% physical Acc +34 (+15 eff.) Apr +13 ---------- misc Max.stam +30.00 Massive two-handed mauls. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 blight On Hit.r1 +5 fire On Hit: * 8% chance to reduce strength, dexterity, and constitution by 13 Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Master Power 116% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +24% Blunt and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Ego+] Nature Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) All.spd +2% Melee+ 5 fire Dmg.mod +5% fire Res.pen +5% fire ----- def ----- Resists +5% fire ---------- 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. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +11.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 light Against +6% Undead While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +24% One-handed war axes. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+8 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil +2 Cun dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Phys.save +18 (+11 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.stam +30.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+5 eff.) ---------- misc Max.enc +22 Stam/turn +0.40 Max.stam +14.00 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% acid +9% light Res.pen +20% acid Acc +12 (+6 eff.) Melee Ret 4 light ----- def ----- Armour +2 Fatigue +3% ---------- misc Light +2 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. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Master/Psionic While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +6% mind Mind.save +11 (+6 eff.) A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature Res.pen +5% acid Melee Ret 6 mind ----- def ----- Resists +14% nature +9% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 61.64 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 61.64 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By Chonky Cat VII the Cornac Possessor level 10
7th Flare 122nd year of Ascendancy at 20:19 see stats
By Chonky Cat VII the Cornac Possessor level 15
24th Dusk 122nd year of Ascendancy at 00:03 see stats
By Chonky Cat VII the Cornac Possessor level 7
78th Pyre 122nd year of Ascendancy at 03:31 see stats
By Chonky Cat VII the Cornac Possessor level 7
1st Mirth 122nd year of Ascendancy at 12:17 see stats
Log
Bee swarm hits Chonky Cat VII for 1 to psi, 7 nature (8 total damage).
Bee swarm misses Chonky Cat VII.
Gledamina the honey tree feeds his vined mindstar with psychic energy from Chonky Cat VII!
Chonky Cat VII converts some damage to Psi!
Gledamina the honey tree hits Chonky Cat VII for 7 to psi, 36 mind (44 total damage).
Skeleton magus (Psionic Minion) casts Manathrust.
Chonky Cat VII converts some damage to Psi!
Melee retaliation hits Bee swarm for 0 blight, 11 cold, 6 nature (17 total damage).
Skeleton magus (Psionic Minion)'s Manathrust hits Gledamina the honey tree for 79 arcane damage.
Burning from Skeleton magus (Psionic Minion) hits Gledamina the honey tree for 19 fire damage.
Bee swarm hits Chonky Cat VII for 1 to psi, 6 physical (8 total damage).
Bee swarm bites poison into Chonky Cat VII.
Bee swarm misses Chonky Cat VII.
Chonky Cat VII converts some damage to Psi!
Bleeding from Gledamina the honey tree hits Chonky Cat VII for 7 to psi, 36 physical (44 total damage).
Poison from Gledamina the honey tree hits Chonky Cat VII for 5 to psi, 25 nature (30 total damage).
Thorn Grab from Gledamina the honey tree hits Chonky Cat VII for 1 to psi, 5 nature (6 total damage).
Chonky Cat VII is empowered by the suffering of others!
Chonky Cat VII uses Psionic Block.
Chonky Cat VII is protected by a psionic block!
Bee swarm misses Chonky Cat VII.
Bee swarm misses Chonky Cat VII.
Gledamina the honey tree uses Acidbeam.
Chonky Cat VII channels pain to bee swarm!
Chonky Cat VII converts some damage to Psi!
Channel Pain hits Bee swarm for 38 mind damage.
Gledamina the honey tree hits Chonky Cat VII for 8 to psi, 38 acid (46 total damage).
Chonky Cat VII the level 15 cornac possessor was dissolved to death by Gledamina the honey tree on level 4 of Old Forest.