Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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:
Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Solipsist |
Level / Exp | 22 / 15% |
Size | medium |
Lifes / Deaths | Killed by Layyrissra the thief at level 18 on the 46th Dusk 122nd year of Ascendancy at 07:18 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 20 (base 10) |
Constitution | 18 (base 10) |
Magic | 12 (base 10) |
Willpower | 67 (base 51) |
Cunning | 71 (base 44) |
Resources
Life | 385/385 |
Equilibrium | 218 |
Psi | 312/312 |
Healing Factor | 1.3411363549267 |
Regeneration | 1.2740795371804 |
Speed
Mental | 0% |
Attack | +5.99044205632% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +140% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
Offense: Mainhand
Damage | 37 |
Accuracy | 45 |
Crit Chance | 21% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 45 |
Crit Chance | 21% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 28% |
Speed | 0.94348129944456 |
Offense: Damage Bonus
Darkness | +4% |
Nature | +10% |
Lightning | +3% |
Mind | +47% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Darkness | +20% |
Fire | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 11.5 (43.579428603723%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 12 |
Physical Save | 34.99 |
Spell Save | 41.15 |
Mental Save | 45 |
Defense: Resistances
Arcane | + 5%( 70%) |
Cold | + 31%( 70%) |
All | 0%( 70%) |
Lightning | + 12%( 70%) |
Physical | + 13%( 70%) |
Temporal | -1%( 70%) |
Mind | + 10%( 70%) |
Darkness | + 9%( 70%) |
Fire | + 6%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Bleed Resistance | 50% |
Confusion Resistance | 10% |
Teleport Resistance | 0% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Blind 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Lucid Dreamer |
talent | Psiblades |
talent | Thought-Form: Bowman |
talent | Antimagic Shield |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+40% global speed). Clarity |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | 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. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 1.00). | 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. * 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'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Emelota the Scaldpall (0 def, 1 armour) Emelota the Scaldpall (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% fire / +6% cold Changes resistances penetration: +10% fire Blindness immunity: +20% Only die when reaching: -60.00 life Maximum life: +40.00 A pair of boots made of leather. |
Quiver | Cleanserip (56/56, 15-18 power, 1 apr) Cleanserip (56/56, 15-18 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 56 On weapon hit: * 20% chance to slow global speed by 66% Damage (Ranged): +8 mind Damage (radius 1) on hit: +12 mind / +12 nature When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
Light source | Belylaith the brass lantern Belylaith the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +5% arcane / +3% temporal Changes damage: +6% mind Hate when firing a critical mind attack: +4.00 Maximum life: +20.00 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. |
On head | Rainglamour (1 def, 0 armour) Rainglamour (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Damage when hit (Melee): 2 mind Changes resistances: +9% cold Changes damage: +18% mind Equilibrium when hit: +0.80 Psi when hit: +0.90 Hate when hit: +1.00 A pointy cloth hat, very wizardly... |
On hands | Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% nature Changes damage: +10% nature Spell save: +6 (+2 eff.) Maximum life: +40.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+2 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Ce'Nulaith' steel ring 'Ce'Nulaith'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+7 eff.) Changes stats: +2 Str / +10 Dex / +2 Mag / +3 Wil / +13 Cun Mental save: +6 (+2 eff.) Rings make your fingers look great! |
On fingers | titan's copper ring of the mind (+10%) titan's copper ring of the mind (+10%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% mind Changes damage: +10% mind Physical save: +6 (+2 eff.) Rings make your fingers look great! |
Around neck | Shadowtide the steel amulet Shadowtide the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +3 Con Changes resistances penetration: +20% darkness Physical save: +13 (+5 eff.) Spell save: +11 (+2 eff.) Mental save: +10 (+4 eff.) Cut immunity: +50% 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 399 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Armebers the mossy mindstar (2-2 power, 15 apr, mind damage) Armebers the mossy mindstar (2-2 power, 15 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 72% Wil, 43% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +10 (+5 eff.) Damage when hit (Melee): 4 physical Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Only die when reaching: -60.00 life Mindpower: +7 (+2 eff.) Mental crit. chance: +1% 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. |
Around waist | Sleetpain the rough leather belt Sleetpain the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +6% lightning / +6% temporal / +3% physical Changes damage: +9% mind Confusion immunity: +10% Mindpower: +5 (+1 eff.) Healing mod.: +10% A belt that goes around your waist. |
In off hand | Nedar the Lightningstreak (5-6 power, 22 apr, mind damage) Nedar the Lightningstreak (5-6 power, 22 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 72% Wil, 43% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +22 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +8 lightning When wielded/worn: Damage (Melee): 5 mind / 5 darkness Damage when hit (Melee): 4 temporal Changes damage: +3% lightning / +4% mind / +4% darkness Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Life regen: +0.70 Equilibrium when hit: +0.60 Maximum life: +21.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% 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 | Mayebrelaith (1 def, 2 armour) Mayebrelaith (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +6% nature Poison immunity: +20% Disarm immunity: +10% Maximum life: +60.00 Healing mod.: +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 | Arcsquall (2 def, 4 armour) Arcsquall (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 2 lightning Changes resistances: +6% lightning / +16% cold / +9% darkness Changes resistances penetration: +10% mind Mindpower: +20 (+5 eff.) A suit of armour made of mail. |
Inventory
copper amulet 'Baleran' copper amulet 'Baleran'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% temporal Changes resistances penetration: +10% acid Reduces incoming crit damage: 5.00% Blindness immunity: +10% Pinning immunity: +21% Knockback immunity: +31% Amulets make your neck look great! |
copper amulet 'Scorchweeper' copper amulet 'Scorchweeper'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% mind / +12% fire Reduces incoming crit damage: 15.00% Amulets make your neck look great! |
Halydunalar the Flashwinnow Halydunalar the FlashwinnowPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 30% Changes stats: +3 Dex / +1 Mag / +1 Wil Changes resistances: +15% lightning Spellpower: +5 (+2 eff.) Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
Xanynne the Sleetbane Xanynne the SleetbanePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Damage when hit (Melee): 2 cold Changes resistances: +9% blight / +3% cold Changes damage: +9% blight Spellpower: +6 (+3 eff.) Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
Olovor (2-3 power, 12 apr, mind damage) Olovor (2-3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag Changes resistances penetration: +20% arcane Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.70 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
mossy mindstar 'Flashblack' (2-2 power, 12 apr, nature damage) mossy mindstar 'Flashblack' (2-2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% cold Changes damage: +3% fire Talent granted: +1 Attune Mindstar Spell save: +2 (+0 eff.) Teleport immunity: +20% Maximum stamina: +10.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
rough leather belt 'Poromira' rough leather belt 'Poromira'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 37 Damage when hit (Melee): 4 mind Changes resistances: +6% fire / +3% mind / +6% cold See invisible: +3 A belt that goes around your waist. |
linen cloak 'Golewe' (1 def, 5 armour) linen cloak 'Golewe' (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes stats: +3 Dex / +2 Wil / +1 Cun Changes resistances: +13% cold Reduces incoming crit damage: 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pureblight the linen robe (3 def, 3 armour) Pureblight the linen robe (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 66% Damage when hit (Melee): 2 nature Changes stats: +3 Wil Changes resistances: +7% all Changes damage: +3% nature Critical mult.: +5.00% Physical save: +16 (+6 eff.) Maximum psi: +40.00 Mindpower: +5 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Veliwe the Floeransom (0 def, 1 armour) Veliwe the Floeransom (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce armor by 11% Changes resistances: +3% lightning / +6% cold Changes resistances penetration: +5% acid Changes damage: +3% cold Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
Bethyrima the Sleetsage (0 def, 1 armour) Bethyrima the Sleetsage (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20 arcane resource burn Damage (Melee): 6 nature Changes resistances: +3% cold / +5% nature / +3% temporal Changes damage: +3% nature Blindness immunity: +10% Cut immunity: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fuluthad (0 def, 1 armour) Fuluthad (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +8 Wil Changes resistances penetration: +10% blight Changes damage: +12% blight Spell save: +3 (+1 eff.) Spell crit. chance: +2% Mindpower: +4 (+1 eff.) A cap made of leather. |
Salewe (0 def, 5 armour) Salewe (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +12% cold Changes resistances penetration: +10% mind Allows you to breathe in: water Maximum life: +60.00 Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zeradir (0 def, 1 armour) Zeradir (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 acid Changes resistances: +6% mind / +11% cold Changes resistances penetration: +15% acid Changes damage: +6% acid Allows you to breathe in: water A cap made of leather. |
rough leather cap 'Bethimina' (0 def, 1 armour) rough leather cap 'Bethimina' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Critical mult.: +10.00% Poison immunity: +10% Disease immunity: +10% Mindpower: +5 (+1 eff.) A cap made of leather. |
rough leather armour 'Radiancereek' (3 def, 2 armour) rough leather armour 'Radiancereek' (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes stats: +1 Str / +1 Wil Changes resistances: +15% acid / +6% light Infravision radius: +2 A suit of armour made of leather. |
4 agate 4 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
228 alchemist agate 228 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 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. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 50 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
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. |
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 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 Chest 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. |
Torchpain the elm totem of healing [power 122] (15 cooldown) Torchpain the elm totem of healing [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 physical Changes stats: +1 Con Changes resistances: +5% arcane / +6% fire Stamina each turn: +1.00 Only die when reaching: -60.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Vorubeth the Cornac Solipsist level 18
62nd Dusk 122nd year of Ascendancy at 17:16 see stats
By Vorubeth the Cornac Solipsist level 18
27th Dusk 122nd year of Ascendancy at 16:46 see stats
By Vorubeth the Cornac Solipsist level 10
6th Mirth 122nd year of Ascendancy at 07:35 see stats
By Vorubeth the Cornac Solipsist level 20
77th Haze 122nd year of Ascendancy at 11:25 see stats
By Vorubeth the Cornac Solipsist level 18
17th Dusk 122nd year of Ascendancy at 00:26 see stats
By Vorubeth the Cornac Solipsist level 18
46th Dusk 122nd year of Ascendancy at 14:14 see stats
By Vorubeth the Cornac Solipsist level 20
77th Haze 122nd year of Ascendancy at 14:00 see stats
By Vorubeth the Cornac Solipsist level 7
79th Pyre 122nd year of Ascendancy at 14:12 see stats
By Vorubeth the Cornac Solipsist level 20
54th Regrowth 123rd year of Ascendancy at 21:46 see stats
By Vorubeth the Cornac Solipsist level 15
6th Dusk 122nd year of Ascendancy at 11:53 see stats
By Vorubeth the Cornac Solipsist level 18
46th Dusk 122nd year of Ascendancy at 07:18 see stats
Log
You gain 16.19 gold from the transmogrification of Vorubeth the dwarven-steel plate armour (0 def, 11 armour).
You gain 8.92 gold from the transmogrification of rejuvenating hardened leather armour of command (18 def, 9 armour).
You gain 6.10 gold from the transmogrification of rejuvenating steel mail armour of cold resistance (2 def, 6 armour).
You gain 5.30 gold from the transmogrification of rejuvenating steel mail armour (2 def, 6 armour).
You gain 14.53 gold from the transmogrification of linen wizard hat 'Poruta' (1 def, 0 armour).
You gain 17.40 gold from the transmogrification of Infernopride (1 def, 12 armour).
You gain 6.46 gold from the transmogrification of restful drakeskin leather gloves of dexterity (+3) (0 def, 3 armour).
You gain 5.76 gold from the transmogrification of wanderer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour).
You gain 2.73 gold from the transmogrification of balanced steel steamsaw (12-19 power, 0 apr).
You gain 5.80 gold from the transmogrification of balanced dwarven-steel steamsaw of crippling (24-36 power, 0 apr).
You gain 4.79 gold from the transmogrification of warbringer's steel mace (11-15 power, 3 apr).
You gain 0.70 gold from the transmogrification of steel mace of massacre (18-26 power, 3 apr).
You gain 1.75 gold from the transmogrification of arcing steel longsword of projection (16-22 power, 3 apr).
You gain 2.50 gold from the transmogrification of acidic steel longsword of phasing (15-21 power, 10 apr).
You gain 17.00 gold from the transmogrification of Porynn.
You gain 4.32 gold from the transmogrification of balanced dwarven-steel greatsword of massacre (45-72 power, 2 apr).
You gain 3.37 gold from the transmogrification of truestriking steel dagger (10-14 power, 6 apr).
You gain 3.17 gold from the transmogrification of manaburning dwarven-steel dagger (14-19 power, 7 apr).
You gain 13.88 gold from the transmogrification of iron dagger 'Floeradiance' (11-14 power, 12 apr).
You gain 2.95 gold from the transmogrification of hateful steel dagger of erosion (13-17 power, 6 apr).
You gain 4.38 gold from the transmogrification of balanced steel dagger of dampening (13-17 power, 6 apr).
You gain 5.10 gold from the transmogrification of steel amulet of healing.
You gain 15.00 gold from the transmogrification of Daneth's Neckguard.
You gain 1.06 gold from the transmogrification of teleportation rune of the warrior (range 56; cd 14).
You gain 1.43 gold from the transmogrification of biting gale rune (damage 86; dur 4; cd 23).
You gain 0.68 gold from the transmogrification of regeneration infusion (heal 60; 12 cd).
You enter a zero gravity zone, beware!
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.