
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.4.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Damned Class 1.2.5Adds a new afflicted class. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Bastion 1.4.6A complete rework for Bulwark. Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. ZOmnibus Addon Pack 1.4.0Combines 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: Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Embers of Rage 1.4.4Official 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:
Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.3.0Donators/Buyers bonus! Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Assassin 1.4.5Reworks the Rogue class. Midnight 1.4.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Everyone Options 1.4.5Starts characters off with category points instead of categories known. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. 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 More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Gifted |
Class | Solipsist |
Level / Exp | 19 / 84% |
Size | medium |
Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 7 on the 69th Dusk 122nd year of Ascendancy at 11:47 0 / 6Killed by snow giant boulder thrower at level 17 on the 25th Haze 122nd year of Ascendancy at 01:05 Killed by Mogor the Bringer of Doom at level 17 on the 25th Haze 122nd year of Ascendancy at 16:09 Killed by snow giant boulder thrower at level 18 on the 26th Haze 122nd year of Ascendancy at 09:18 Killed by Ivossra the snow giant at level 19 on the 28th Haze 122nd year of Ascendancy at 05:13 Killed by Varsha the Writhing's dream projection at level 19 on the 28th Haze 122nd year of Ascendancy at 06:41 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 24 (base 19) |
Magic | 19 (base 14) |
Willpower | 61 (base 47) |
Cunning | 56 (base 47) |
Resources
Life | -10/206 |
Equilibrium | 10 |
Psi | 41/278 |
Psi_feedback | 150/150 |
Healing Factor | 1.1 |
Regeneration | 0.715 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +75.67466108641% |
Vision
Sight | 10 |
Lite | 4 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 16 |
Accuracy | 41 |
Crit Chance | 21% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 10 |
Accuracy | 41 |
Crit Chance | 20% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 12 |
Ranged Defense | 15 |
Fatigue | 1 |
Physical Save | 32.8 |
Spell Save | 40 |
Mental Save | 40 |
Defense: Resistances
All | + 14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Knockback Resistance | 40% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 413.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Psionic / Slumber | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Psionic / Discharge | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Solipsism | 1.50 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Psionic / Distortion | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Generic Talents
Psionic / Feedback | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
talent | Lucid Dreamer |
talent | Mind Link |
beneficial effect | The target is surrounded by a psychic field, absorbing 50% of all damage (up to 493/526). Resonance Field |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-32% global speed). Solipsism |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured psion to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured psion (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Psionic / Augmented mobility (at mastery 0.80). | done |
You failed to protect the worried wilder from death by snow giant boulder thrower. Escort: worried wilder (level 2 of Daikara) | failed |
You successfully escorted the worried wilder to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried wilder (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Possessed. | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | [vs. dreamer's pair of rough leather boots of uncanny dodging (3 def, 1 armour) (On feet)] dreamer's pair of rough leather boots of uncanny dodging (3 def, 1 armour)dreamer's pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +3 (+3 eff.) (-) Ranged Defense: +3 (+3 eff.) (-) Fatigue: +1% (-) Physical save: +6 (+2 eff.) (-) Spell save: +5 (+2 eff.) (-) Mental save: +5 (+2 eff.) (-) A pair of boots made of leather. |
Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +4 (-) Healing mod.: +10% (-) It can be used to call light (118 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | [vs. Extradimensional Hat (0 def, 0 armour) (On head)] Extradimensional Hat (0 def, 0 armour)Extradimensional Hat (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +5%(-) temporal Changes damage: +5%(-) temporal Maximum encumbrance: +50 (-) Spellpower: +3 (+2 eff.) (-) Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
Tool | [vs. Prox's Lucky Halfling Foot (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | [vs. Rhitogar the copper ring (On fingers, 1 of 2)] Rhitogar the copper ringRhitogar the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) (-) Physical crit. chance: +2.0% (-) Changes stats: +2(-) Con Changes damage: +3%(-) physical Spell save: +12 (+4 eff.) (-) Life regen: +0.40 (-) Maximum stamina: +12.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. Rhitogar the copper ring (On fingers, 1 of 2)] titan's steel ringtitan's steel ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-6 eff.)) Physical crit. chance: +0.0% (-2.0%) Changes stats: +2(-) Con Changes damage: +0%(-3%) physical Physical save: +4 (+1 eff.) Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Life regen: +0.00 (-0.40) Maximum stamina: +0.00 (-12.00) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | [vs. horrifying thorny mindstar of balance (9.5-10.45 power, 24 apr, mind damage) (In main hand, 1 of 2)] horrifying thorny mindstar of balance (9.5-10.45 power, 24 apr, mind damage)horrifying thorny mindstar of balance (9.5-10.45 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 2(-) mind / 3(-) darkness Changes damage: +4%(-) mind / +3%(-) darkness Physical save: +2 (+1 eff.) (-) Spell save: +3 (+1 eff.) (-) Mental save: +3 (+1 eff.) (-) Equilibrium when hit: +0.50 (-) Mindpower: +6 (+2 eff.) (-) Mental crit. chance: +3% (-) 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. Tap to cycle through comparison choices |
On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) These gloves are coated with a thick, green liquid. |
In off hand | [vs. horrifying thorny mindstar of balance (9.5-10.45 power, 24 apr, mind damage) (In main hand, 1 of 2)] mossy mindstar (3-3.3 power, 12 apr, mind damage)mossy mindstar (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(-6.5 - -7.2) Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-12) Physical crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-4%) mind / +0%(-3%) darkness Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Equilibrium when hit: +0.00 (-0.50) Mindpower: +2 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +1% (-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. Tap to cycle through comparison choices |
Cloak | [vs. thick cashmere cloak of Iron Throne (2 def, 7 armour) (Cloak)] thick cashmere cloak of Iron Throne (2 def, 7 armour)thick cashmere cloak of Iron Throne (2 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 (-) Defense: +2 (+2 eff.) (-) Changes stats: +1(-) Str / +1(-) Con Changes resistances: +14%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. focusing woollen robe of light (+16%) (0 def, 0 armour) (Main armor)] focusing woollen robe of light (+16%) (0 def, 0 armour)focusing woollen robe of light (+16%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5(-) Wil / +5(-) Mag Changes resistances: +16%(-) light Changes damage: +11%(-) light Mana each turn: +0.10 (-) Psi each turn: +0.14 (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
[vs. Rhitogar the copper ring (On fingers, 1 of 2)] marksman's copper ringmarksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) (-) Physical crit. chance: +0.0% (-2.0%) Changes stats: +3 Dex / +0(-2) Con Changes damage: +0%(-3%) physical Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Life regen: +0.00 (-0.40) Maximum stamina: +0.00 (-12.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. horrifying thorny mindstar of balance (9.5-10.45 power, 24 apr, mind damage) (In main hand)] lifebinding dragonbone starstaff (30-36 power, 6 apr, darkness element)lifebinding dragonbone starstaff (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(+20.5 - +25.5) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 (-18) Physical crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes stats: +4 Con Changes damage: +30%(+27%) darkness / +0%(-4%) mind Talent granted: +1 Command Staff Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Life regen: +0.50 Equilibrium when hit: +0.00 (-0.50) Spellpower: +18 (+9 eff.) Spell crit. chance: +5% Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Mental crit. chance: +0% (-3%) Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
[vs. horrifying thorny mindstar of balance (9.5-10.45 power, 24 apr, mind damage) (In main hand)] Tirakai's Maul (32-41.6 power, 6 apr)Tirakai's Maul (32-41.6 power, 6 apr) Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6(+22.5 - +31.1) Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (-18) Physical crit. chance: +8.0% (+4.5%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-4%) mind / +0%(-3%) darkness Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Mental crit. chance: +0% (-3%) No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
[vs. horrifying thorny mindstar of balance (9.5-10.45 power, 24 apr, mind damage) (In main hand, 1 of 2)] mossy mindstar (2.5-2.75 power, 12 apr, nature damage)mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-7.0 - -7.7) Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-12) Physical crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-4%) mind / +0%(-3%) darkness Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Equilibrium when hit: +0.00 (-0.50) Mindpower: +2 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +1% (-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. Tap to cycle through comparison choices |
[vs. focusing woollen robe of light (+16%) (0 def, 0 armour) (Main armor)] linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-5) Wil / +0(-5) Mag Changes resistances: +0%(-16%) light Changes damage: +0%(-11%) light Mana each turn: +0.00 (-0.10) Psi each turn: +0.00 (-0.14) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. dreamer's pair of rough leather boots of uncanny dodging (3 def, 1 armour) (On feet)] traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: -3% (-4%) Maximum encumbrance: +20 Physical save: +6 (+2 eff.) (-) Spell save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. opalopal 0.00 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. |
[vs. Summertide Phial (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +2 (-2) Healing mod.: +0% (-10%) 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), costing 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. |
[vs. Prox's Lucky Halfling Foot (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Defense: +0 (+0 eff.) (-5 (-5 eff.)) Damage when hit (Melee): 15 blight Changes stats: +0(-5) Lck Changes damage: +4% blight Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Prox's Lucky Halfling Foot (Tool)] iron pickaxe 'Zuborimira' (dig speed 20 turns)iron pickaxe 'Zuborimira' (dig speed 20 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +1 Str / +2 Mag / +0(-5) Lck Changes resistances: +3% mind Reduces incoming crit damage: 10.00% Trap disarming bonus: +0 (-5) Maximum life: +21.00 Maximum stamina: +17.00 See invisible: +6 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'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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, 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. |
Achievements
By Sleeping Girl the Gifted Solipsist level 17
25th Haze 122nd year of Ascendancy at 17:28 see stats
By Sleeping Girl the Gifted Solipsist level 8
69th Dusk 122nd year of Ascendancy at 12:52 see stats
By Sleeping Girl the Gifted Solipsist level 16
24th Haze 122nd year of Ascendancy at 13:39 see stats
By Sleeping Girl the Gifted Solipsist level 10
78th Dusk 122nd year of Ascendancy at 06:15 see stats
By Sleeping Girl the Gifted Solipsist level 17
25th Haze 122nd year of Ascendancy at 05:04 see stats
By Sleeping Girl the Gifted Solipsist level 10
79th Dusk 122nd year of Ascendancy at 20:52 see stats
By Sleeping Girl the Gifted Solipsist level 19
27th Haze 122nd year of Ascendancy at 21:31 see stats
Log
Varsha the Writhing's dream projection breathes fire!
Sleeping Girl converts some damage to Psi!
Sleeping Girl hits Varsha the Writhing's dream projection for 36 mind damage.
Sleeping Girl hits Varsha the Writhing's dream projection for 36 mind, 1 mind, 4 darkness (41 total damage).
Sleeping Girl hits Varsha the Writhing's dream projection for 39 mind damage.
Varsha the Writhing's dream projection hits Sleeping Girl for 31 to psi, 30 physical (61 total damage).
Nightmare from Sleeping Girl hits Varsha the Writhing's dream projection for 38 darkness damage.
Burning from Varsha the Writhing's dream projection hits Varsha the Writhing's dream projection for 0 fire damage.
Varsha the Writhing's dream projection hits Sleeping Girl for 32 to psi, 30 physical (62 total damage).
Restless Night from Sleeping Girl hits Varsha the Writhing's dream projection for 27 mind damage.
Varsha the Writhing's dream projection hits Sleeping Girl for 42 to psi, 40 fire (82 total damage).
Restless Night from Sleeping Girl hits Varsha the Writhing's dream projection for 30 mind damage.
Varsha the Writhing's dream projection is free from the nightmare.
Varsha the Writhing's dream projection had a restless night.
Sleeping Girl converts some damage to Psi!
Sleeping Girl mentally dismisses some damage!
Sleeping Girl receives 6 healing (9 psi heal).
Burning from Varsha the Writhing's dream projection hits Sleeping Girl for (11 dismissed), 5 to psi, 4 fire (9 total damage).
Sleeping Girl uses Infusion: Wild.
Sleeping Girl stops burning.
Sleeping Girl is cured!
Sleeping Girl lessens the pain.
Sleeping Girl uses Resonance Field.
Sleeping Girl's mind surges with critical power!
A psychic field forms around Sleeping Girl.
Varsha the Writhing's dream projection is no longer distorted.
Varsha the Writhing's dream projection is no longer distorted.
Varsha the Writhing's dream projection roars!
Saving game...