Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Steamtech UI 1.1.4 Improved Auto-explore and Rest 1.3.1Quality 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! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Summoner |
Level / Exp | 30 / 20% |
Size | big |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 38 (base 24) |
Dexterity | 13 (base 11) |
Constitution | 20 (base 10) |
Magic | 22 (base 10) |
Willpower | 70 (base 44) |
Cunning | 50 (base 42) |
Resources
Life | 440/588 |
Psi | 160/160 |
Equilibrium | 36 |
Healing Factor | 1.31 |
Regeneration | 4.323 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 8 |
Offense: Mainhand
Damage | 14 |
Accuracy | 41 |
Crit Chance | 14% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 22 |
Accuracy | 41 |
Crit Chance | 16% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.5 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 47.333333333333 |
Crit Chance | 17% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 32.4 (74.117647058824%) |
Defense | 4.05 |
Ranged Defense | 4.05 |
Fatigue | 8 |
Physical Save | 36.65 |
Spell Save | 40.066666666667 |
Mental Save | 37 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 51% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 121 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Wild-gift / Summoning (melee) | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Master Summoner |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed giant spider spinneret. * You've found the needed green worm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | Mayiba the pair of voratun boots (0 def, 12 armour) Mayiba the pair of voratun boots (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +4% Damage when hit (Melee): 8 physical Changes stats: +7 Str / +3 Mag / +3 Wil / +2 Cun / +6 Con Changes resistances penetration: +10% physical Changes damage: +10% physical Physical save: +18 (+7 eff.) Infravision radius: +3 Size category: +1 It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 17 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | quiver of elm arrows 'Gloomvein' (11/11, 109% power, 5 apr) quiver of elm arrows 'Gloomvein' (11/11, 109% power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Power: 109% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 11 Damage (Ranged): +28 insidious poison / +4 arcane / +32 darkness / +20 blight Arrows are used with bows to pierce your foes to death. |
Light source | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Light radius: +2 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 | Singeradiance (0 def, 1 armour) Singeradiance (0 def, 1 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% acid / +7% cold / +6% lightning / +10% fire Changes damage: +3% arcane Allows you to breathe in: water Critical mult.: +10.00% Spell save: +18 (+6 eff.) Stamina when hit: +1.00 Equilibrium when hit: +1.00 Vim when firing critical spell: +2.00 A cap made of leather. |
On hands | Demonpassion the hardened leather gloves (0 def, 2 armour) Demonpassion the hardened leather gloves (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 9 lightning Damage when hit (Melee): 20 darkness Changes stats: +3 Str / +4 Wil / +4 Con Changes resistances: +5% lightning Changes damage: +6% lightning / +3% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +29% Life regen: +2.70 Stamina each turn: +0.70 Psi each turn: +0.15 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Pyreripper [power 63] (14 cooldown) Pyreripper [power 63] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 fire Changes resistances: +15% fire Changes resistances penetration: +5% acid / +10% fire Changes damage: +6% acid / +6% fire Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 63 for 7 turns, putting all charms on cooldown for 14 turns. When used: 200% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | mule's copper ring of tenacity mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +23.00 Rings can have magical properties. |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 27 power out of 40/40) : Effective talent level: 2.4 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 271 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | blooming mossy mindstar of slime (75% power, 12 apr, nature damage) blooming mossy mindstar of slime (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 2% Changes damage: +2% nature Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +10 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 | Areth the Furnacerigor Areth the FurnacerigorPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +4 Wil / +6 Mag Changes resistances: +3% fire / +7% light / +6% darkness Changes resistances penetration: +5% darkness / +15% fire Changes damage: +15% fire Mana each turn: +0.15 Maximum mana: +26.00 Spell crit. chance: +4% A belt that goes around your waist. |
In off hand | hateful thorny mindstar of sand (98% power, 24 apr, mind damage) hateful thorny mindstar of sand (98% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. This psionic mindstar hates not to be wrathful. Power: 99% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades 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): 6 physical Changes resistances: +6% physical Changes resistances penetration: +4% physical / +7% mind / +7% darkness Changes damage: +10% physical / +6% mind / +10% darkness Mindpower: +6 (+2 eff.) Mental crit. chance: +3% It can be used to activate talent Burrow, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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 | linen cloak 'Polivea' (1 def, 0 armour) linen cloak 'Polivea' (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Dex / +3 Mag / +3 Wil / +2 Cun Changes resistances: +5% arcane / +6% temporal Spell save: +10 (+3 eff.) Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Glowmire the iron mail armour (2 def, 9 armour) Glowmire the iron mail armour (2 def, 9 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 4 light Changes stats: +4 Cun / +4 Wil Changes resistances: +9% light / +17% fire Changes resistances penetration: +20% light Changes damage: +3% light / +12% acid Physical save: +7 (+3 eff.) Mental save: +12 (+5 eff.) A suit of armour made of mail. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heroism infusion of the warrior (+10 for 10 turns, die at -260)heroism infusion of the warrior (+10 for 10 turns, die at -260) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 10 turns. While Heroism is active, you will only die when reaching -260 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 7; power 21; turns 5; dispells darkness)sun infusion (rad 7; power 21; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Ebonyusher EbonyusherInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+5 eff.) Damage when hit (Melee): 4 darkness Changes stats: +1 Dex / +2 Wil / +3 Con Changes resistances: +6% darkness / +2% physical Changes resistances cap: +3% all Changes damage: +6% darkness Physical save: +13 (+5 eff.) Mental save: +7 (+3 eff.) Confusion immunity: +12% Maximum life: +20.00 Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
copper ring of arcana(+0.13/turn) copper ring of arcana(+0.13/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +21% Mana each turn: +0.13 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel longsword (126% power, 4 apr)balanced dwarven-steel longsword (126% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+5 eff.) Defense: +7 (+7 eff.) Disarm immunity: +22% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Glelravea the steel mace (125% power, 3 apr)Glelravea the steel mace (125% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% acid Changes damage: +12% acid Blunt and deadly. |
blooming mossy mindstar (75% power, 12 apr, nature damage) blooming mossy mindstar (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +10 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. |
gifted mossy mindstar of balance (75% power, 12 apr, mind damage) gifted mossy mindstar of balance (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +3 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +3 (+2 eff.) Equilibrium when hit: +0.50 Mindpower: +5 (+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. |
mossy mindstar (72% power, 12 apr, mind damage) mossy mindstar (72% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Arthodas' (122% power, 4 apr)dwarven-steel waraxe 'Arthodas' (122% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +21 mind Burst (radius 1) on hit: +4 arcane When wielded/worn: Physical power: +9 (+4 eff.) Armour: +4 Damage when hit (Melee): 8 arcane Changes stats: +3 Mag / +3 Wil / +4 Con Changes resistances penetration: +5% arcane / +10% physical Mental save: +9 (+4 eff.) Poison immunity: +10% Disarm immunity: +21% Spellpower: +7 (+2 eff.) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. One-handed war axes. |
rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
linen robe 'Borydar' (3 def, 3 armour) linen robe 'Borydar' (3 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Armour penetration: +3 Armour: +3 Defense: +3 (+3 eff.) Changes resistances: +7% blight Grants telepathy: Dragon Critical mult.: +3.00% Physical save: +17 (+7 eff.) Life regen: +2.00 Maximum life: +48.00 Maximum stamina: +10.00 Mindpower: +2 (+1 eff.) Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Heattrail (0 def, 8 armour) Heattrail (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Damage when hit (Melee): 12 mind Changes stats: +3 Str / +2 Con Changes resistances: +6% mind Changes resistances penetration: +5% mind / +5% fire Infravision radius: +1 It can be used to activate talent Rush, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
Baranik the rough leather gloves (0 def, 5 armour) Baranik the rough leather gloves (0 def, 5 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage (Melee): 13 darkness Damage when hit (Melee): 4 arcane Changes resistances: +6% blight / +14% darkness / +5% arcane Changes damage: +9% darkness / +3% arcane Mental save: +7 (+3 eff.) Maximum life: +43.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nightire (0 def, 7 armour) Nightire (0 def, 7 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+7 eff.) Armour: +7 Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 mind Changes resistances: +6% mind Changes resistances penetration: +20% darkness Physical save: +7 (+3 eff.) Mental save: +13 (+5 eff.) Disarm immunity: +29% Life regen: +2.30 Stamina each turn: +0.70 Psi each turn: +0.22 Maximum life: +54.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of lightning (+19%) (2 def, 0 armour)cashmere wizard hat of lightning (+19%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +19% lightning Changes damage: +13% lightning A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of corrosion (+16%) (1 def, 0 armour) clarifying linen wizard hat of corrosion (+16%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances: +16% acid Changes damage: +11% acid Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Gloombringer' (1 def, 0 armour) linen wizard hat 'Gloombringer' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 temporal Changes resistances: +21% darkness / +3% temporal Changes resistances penetration: +5% darkness / +15% temporal Changes damage: +12% darkness / +11% arcane Maximum mana: +19.00 A pointy cloth hat, very wizardly... |
cleansing rough leather armour of fire resistance (1 def, 2 armour) cleansing rough leather armour of fire resistance (1 def, 2 armour)Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +11% blight / +16% fire / +10% nature A suit of armour made of leather. |
rough leather armour 'Gliba' (4 def, 2 armour) rough leather armour 'Gliba' (4 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Fatigue: +6% Changes stats: +4 Str / +5 Dex / +1 Mag / +2 Cun Changes resistances: +17% cold Changes resistances penetration: +10% temporal Physical save: +6 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (5 def, 11 armour)dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) Fatigue: +24% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked dwarven-steel plate armour of acid resistance (5 def, 11 armour)spiked dwarven-steel plate armour of acid resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) Fatigue: +24% Damage when hit (Melee): 12 physical Changes resistances: +23% acid A suit of armour made of metal plates. |
7 agate 7 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. |
103 alchemist agate 103 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 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: +2 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. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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 134 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), 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. |
Cloudimmortal [power 25] (14 cooldown) Cloudimmortal [power 25] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 acid / 16 lightning Changes resistances: +9% lightning Changes resistances penetration: +10% lightning Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +2 Telekinetic Blast +2 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
elm wand of conjuration 'Aerawen' [power 97] (8 cooldown) elm wand of conjuration 'Aerawen' [power 97] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Mag / +1 Cun Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes damage: +6% temporal Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 48-97), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Zink the Cornac Summoner level 10
78th Pyre 122nd year of Ascendancy at 04:05 see stats
By Zink the Cornac Summoner level 20
37th Dusk 122nd year of Ascendancy at 09:34 see stats
By Zink the Cornac Summoner level 30
38th Dusk 122nd year of Ascendancy at 10:20 see stats
By Zink the Cornac Summoner level 10
78th Pyre 122nd year of Ascendancy at 04:36 see stats
By Zink the Cornac Summoner level 27
38th Dusk 122nd year of Ascendancy at 08:04 see stats
Log
Stone golem hits Gigantic corrosive tunneler for 144 physical damage.
Stone golem killed Gigantic corrosive tunneler!
Gigantic corrosive tunneler's acid area effect hits Stone golem for 22 acid damage.
Gigantic corrosive tunneler's acid area effect hits Zink for 20 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm destroyer for 22 acid damage.
The unstable sand tunnel collapses!
Unstable sand tunnel hits Stone golem for 217 physical damage.
Stone golem hits Sandworm destroyer for 168 physical damage.
Acid Splash from Gigantic corrosive tunneler hits Stone golem for 1 acid damage.
Sandworm destroyer misses Stone golem.
Gigantic corrosive tunneler's acid area effect hits Stone golem for 22 acid damage.
Gigantic corrosive tunneler's acid area effect hits Zink for 20 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm destroyer for 22 acid damage.
Acid Splash from Gigantic corrosive tunneler hits Stone golem for 1 acid damage.
Gigantic corrosive tunneler's acid area effect hits Zink for 20 acid damage.
Gigantic corrosive tunneler's acid area effect hits Stone golem for 22 acid damage.
Acid Splash from Gigantic corrosive tunneler hits Stone golem for 1 acid damage.
Gigantic corrosive tunneler's acid area effect hits Zink for 20 acid damage.
Gigantic corrosive tunneler's acid area effect hits Stone golem for 22 acid damage.
Talent Earth's Eyes is ready to use.
Stone golem receives 63 healing from Unstoppable.
Gigantic corrosive tunneler's acid area effect hits Stone golem for 22 acid damage.
Acid Splash from Gigantic corrosive tunneler hits Stone golem for 1 acid damage.
Stone golem is free from the acid.
Zink deactivates Master Summoner.