










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 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:
Improved Auto-explore and Rest 1.7.2Quality 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. 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 Adventure |
| Sex | Male |
| Race | Krog |
| Class | Mindslayer |
| Level / Exp | 19 / 97% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nemilaith the black jelly at level 19 on the 74th Dusk 122nd year of Ascendancy at 19:54 4 / 2Killed by Ivitta the gigantic corrosive tunneler at level 19 on the 75th Dusk 122nd year of Ascendancy at 07:06 |
| Antimagic | Follower |
Primary Stats
| Strength | 42 (base 11) |
| Dexterity | 36 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 67 (base 47) |
| Cunning | 45 (base 38) |
Resources
| Life | -74/478 |
| Equilibrium | 30 |
| Psi | 5/137 |
| Healing Factor | 1.0191526171258 |
| Regeneration | 0.25478815428145 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -48.029557970797% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 28 |
| Crit Chance | 23% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Lightning | +7% |
| Darkness | +3% |
| Cold | +38% |
| Physical | +20% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +25% |
| Darkness | +20% |
| Mind | +25% |
| Cold | +40% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19.659942337563 (30%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 37 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 30%( 70%) |
| Physical | + 41%( 70%) |
| Cold | + 46%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 12%( 70%) |
| Lightning | + 24%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 53% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 23% |
| Pinning Resistance | 23% |
| Poison Resistance | 29% |
| Knockback Resistance | 37% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 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: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Augmentation |
| talent | Skate |
| talent | Thermal Shield |
| talent | Antimagic Shield |
| talent | Kinetic Shield |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | The target is disabled, reducing movement speed by 51% and accuracy by 16. Disable |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| detrimental effect | The target has been splashed with acid, taking 2.57 acid damage per turn, reducing armour by 7 and attack by 6. Acid Splash |
| detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 60%. Scoundrel's Strategies |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | You gain 15% resistance against darkness. Resolve |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)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 Horned Horror. * 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed black mamba head. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 within4 lumberjacks have died. | done |
Equipment
| Psionic focus | Colaryem (166% power, 12 apr)3.0 T3 greatsword 1H weapon [Unique] Arcane Power 166% Range: 1.6x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 94% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
| Light source | nightwalker's brass lantern of clarity2.0 T1 lite [Ego+] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 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 | Urugund (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% mind ----- def ----- Defense +6 (+3 eff.) Resists +9% cold +6% fire Spell.save +6 (+3 eff.) Die.at -20.00 life Knockbk- +20% A pointy cloth hat, very wizardly... |
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 30 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Kugas0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +4 Dex dps ---------- Melee+ 7 physical Ranged+ 7 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 27 On Hit (Ranged): * 11% chance to reduce all saves and defense by 27 ----- def ----- Defense +15 (+7 eff.) ---------- misc Hate/m.crit +1.00 Max.stam +20.00 Max.hate +6.00 Max.psi +20.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | Chillshear the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +3% cold +3% darkness Res.pen +20% cold ----- def ----- Resists +3% acid +12% cold Max.HP +20.00 Disarm- +23% Pinning- +23% Knockbk- +22% Rings make your fingers look great! |
| Around neck | Ragidar the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +25% acid ----- def ----- Resists +10% lightning +3% temporal +14% nature +17% blight Phys.save +10 (+5 eff.) Spell.save +13 (+5 eff.) Mind.save +13 (+4 eff.) Poison- +29% Disease- +29% Stun/Frz- +33% Amulets make your neck look great! |
| In main hand | Sleetgore (157% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 157% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 darkness +16 cold On Hit.r1 +8 mind While equipped: dps ---------- Dmg.mod +9% mind Res.pen +20% darkness +20% cold Massive two-handed battleaxes. |
| On hands | dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +9 (+5 eff.) Apr +10 ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Spell.save +9 (+4 eff.) 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. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
| Cloak | Dourbrace (2 def, 12 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Res.pen +25% mind ----- def ----- Armour +12 Defense +2 (+1 eff.) Resists +3% darkness Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | mindwoven woollen robe of the mountain (+9%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +14% physical ----- def ----- Resists +14% physical +9% all Mind.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the psychic (heal 357; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 357 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Lisada the steel greatmaul (139% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +20 nature While equipped: Stats +2 Str dps ---------- Dmg.mod +10% physical Acc +12 (+6 eff.) Melee Ret 2 mind ----- def ----- Resists +6% mind +1% physical ---------- misc Max.stam +20.00 Massive two-handed mauls. |
warbringer's steel greatmaul of enduring (138% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Nature/Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +11 Con +13 Wil dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +9% physical ----- def ----- Max.HP +20.00 Disarm- +14% Massive two-handed mauls. |
Bregiromirain the Oakrip1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Phys.pwr +15 (+5 eff.) Dmg.mod +9% mind ----- def ----- Resists +9% nature HP.reg +1.50 Heal.mod +18% A belt that goes around your waist. |
Dawnstoker (11 def, 8 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+5 eff.) On Hit (Melee): * 20% chance to reduce armor by 7% ----- def ----- Armour +8 Defense +11 (+5 eff.) Resists +10% cold ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Singescar (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% lightning Melee Ret 2 fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +22% lightning +5% arcane +9% light +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
hardened leather gloves 'Silyta' (5 def, 7 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Melee+ 8 physical Dmg.mod +5% physical Apr +1 ----- def ----- Armour +7 Defense +5 (+2 eff.) Resists +5% arcane +12% darkness Teleport- +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. |
grounding iron helm of trickery (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Belorimina2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str dps ---------- Res.pen +5% physical ----- def ----- Armour +4 Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Baon the Krog Mindslayer level 19
54th Dusk 122nd year of Ascendancy at 09:30 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Baon the Krog Mindslayer level 19
73rd Dusk 122nd year of Ascendancy at 14:36 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Baon the Krog Mindslayer level 10
4th Dusk 122nd year of Ascendancy at 11:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Baon the Krog Mindslayer level 10
1st Mirth 122nd year of Ascendancy at 06:12 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Baon the Krog Mindslayer level 10
1st Mirth 122nd year of Ascendancy at 20:50 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Baon the Krog Mindslayer level 14
37th Dusk 122nd year of Ascendancy at 19:53 see stats
Log
Baon hits Ivitta the gigantic corrosive tunneler for (23 parried), 77 physical, 11 darkness, 25 cold, 23 physical, 8 mind (144 total damage).
Talent Drake-Infused Blood is ready to use.
Talent Thermal Strike is ready to use.
Acid Splash from Ivitta the gigantic corrosive tunneler hits Baon for (1 to psi shield), (1 antimagic), 0 acid (0 total damage).
Bleeding from Ivitta the gigantic corrosive tunneler hits Baon for (14 to psi shield), 22 physical (22 total damage).
Ivitta the gigantic corrosive tunneler fails to use Blinding Powder.
Baon hits Ivitta the gigantic corrosive tunneler for (23 parried), 73 physical, 11 darkness, 25 cold, 23 physical, 8 mind (140 total damage).
Talent Mana Clash is ready to use.
Talent Mindlash is ready to use.
Acid Splash from Ivitta the gigantic corrosive tunneler hits Baon for (1 to psi shield), (1 antimagic), 0 acid (0 total damage).
Bleeding from Ivitta the gigantic corrosive tunneler hits Baon for (14 to psi shield), 22 physical (22 total damage).
Ivitta the gigantic corrosive tunneler uses Blinding Powder.
Baon loses sight!
Baon is disabled.
Ivitta the gigantic corrosive tunneler hits Baon for damage.
Baon uses Telekinetic Smash.
Baon misses Something.
Baon misses Something.
Baon stops bleeding.
Talent Warding Weapon is ready to use.
Talent Kinetic Strike is ready to use.
Talent Quick as Thought is ready to use.
You are crushed by the collapsing tunnel! You suffocate!
Something hits Baon for (15 to psi shield), 22 physical (22 total damage).
Acid Splash from Ivitta the gigantic corrosive tunneler hits Baon for (1 to psi shield), (1 antimagic), 0 acid (0 total damage).
Baon is stunned!
Something performs a melee critical strike against Baon!















































































