
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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: Items Vault 1.5.0Donators/Buyers bonus! Myth's Minimalist UI 1.5.9This 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. Forbidden Cults 1.5.9Official 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.
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official 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:
Player GAI 1.4.0This is a fork of PlayerAI by Charidan. The AI will stop at the following low health conditions: 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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This 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 Improved Auto-explore and Rest 1.5.5Quality 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. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Solipsist |
| Level / Exp | 23 / 29% |
| Size | small |
| Lifes / Deaths | Killed by Zubanor the armoured skeleton warrior at level 13 on the 34th Haze 122nd year of Ascendancy at 07:32 0 / 7Killed by enthralled slave at level 18 on the 67th Haze 122nd year of Ascendancy at 00:04 Killed by skeleton mage at level 19 on the 6th Allure 123rd year of Ascendancy at 03:55 Killed by entrenched horror at level 22 on the 17th Regrowth 123rd year of Ascendancy at 13:40 Killed by snow giant boulder thrower at level 23 on the 29th Regrowth 123rd year of Ascendancy at 17:07 Killed by Urkis, the High Tempest at level 23 on the 30th Regrowth 123rd year of Ascendancy at 20:45 Killed by Urkis, the High Tempest at level 23 on the 30th Regrowth 123rd year of Ascendancy at 21:11 |
| Antimagic | Follower |
Primary Stats
| Strength | 16 (base 11) |
| Dexterity | 17 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 65 (base 53) |
| Cunning | 62 (base 47) |
Resources
| Life | -29/251 |
| Equilibrium | 0 |
| Psi | 152/430 |
| Healing Factor | 1.0164835164835 |
| Regeneration | 12.451923076923 |
Speed
| Mental | 0% |
| Attack | -1.1102230246252E-14% |
| Movement | 0% |
| Spell | 0% |
| Global | +97.913054125448% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 48.794161187114 |
| See Invisible | 48.794161187114 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 42 |
| Crit Chance | 20% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 42 |
| Crit Chance | 24% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Physical | +4% |
| Mind | +12% |
| Nature | +21% |
Offense: Damage Penetration
| Mind | +10% |
| Fire | +15% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 27 (30%) |
| Defense | 26 |
| Ranged Defense | 32 |
| Fatigue | 18 |
| Physical Save | 32.75 |
| Spell Save | 43.25 |
| Mental Save | 53 |
Defense: Resistances
| Nature | + 61%( 70%) |
| Acid | + 25%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 25%( 70%) |
| Cold | + 57%( 70%) |
| Lightning | + 43%( 70%) |
| Fire | + 35%( 70%) |
| All | + 20%( 70%) |
Defense: Immunities
| Poison Resistance | 50% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 16% for 4 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 172 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dream Smith | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Psionic / Mentalism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Forge | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 3. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | You gain 21% resistance against lightning. Resolve |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-2% global speed). Solipsism |
| beneficial effect | The target ignores pain, reducing all damage taken by 16%. Pain Suppression |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 7 defense. Evasion |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the injured seer from death by SleepyTime. Escort: injured seer (level 2 of Trollmire) | failed |
You failed to protect the injured seer from death by Wrathroot. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 1. | 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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * '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.' * '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 vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * '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 pouch of luminous horror dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Islariakira the brass lantern2.0 T1 lite [Rare] Disrupt While equipped: ----- def ----- Resists +3% all +3% fire Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +15 (+5 eff.) Disease- +10% ---------- misc Light +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 | Burnprophet (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% mind +15% fire Melee Ret 12 mind 20 fire ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +7% temporal +6% fire A cap made of leather. |
| On hands | Radiancewrecker (0 def, 6 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical Res.pen +10% light On Hit (Melee): * 15% chance to blind ----- def ----- Armour +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Arakira the iron torque of thermal psionic shield [power 25] (4/20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +9% nature +6% cold Spell.save +12 (+3 eff.) Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | solipsist's gold ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +7 (+2 eff.) Rings can have magical properties. |
| On fingers | psionicist's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Mind.save +4 (+1 eff.) Rings can have magical properties. |
| Around neck | steel amulet 'Beluta'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +12% mind ----- def ----- Phys.save +13 (+4 eff.) Spell.save +14 (+4 eff.) Mind.save +33 (+10 eff.) ---------- misc Max.psi +50.00 Amulets can have magical properties. |
| In main hand | Tureroddakor the vined mindstar (83% power, 21 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 84% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +21 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Str +3 Cun +1 Con dps ---------- Mind.crit +2% Crit.mult +9.00% Mind.pwr +4 (+1 eff.) Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) 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 | rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +31.00 A belt that goes around your waist. |
| In off hand | Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 124.31 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | thick linen cloak of fog (5 def, 5 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Defense +5 (+3 eff.) Resists +10% fire +10% light +11% cold Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked reinforced leather armour of the deep (4 def, 9 armour)9.0 T4 light armor Reqs Str 18 [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +8% Resists +7% acid +9% cold ---------- misc Breathe water A suit of armour made of leather. |
Inventory
healing infusion (heal 58)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 58 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 116 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 116 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (59 cold damage; freeze 3 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 58.65 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel battleaxe of erosion (121% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature Power 122% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature +13 temporal Massive two-handed battleaxes. |
steel longsword 'Zubalevea' (107% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 acid On Crit: * splashes the target with acid While equipped: Stats +4 Dex dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +9% mind ----- def ----- Mind.save +30 (+9 eff.) ---------- misc Infravis +2 Sharp, long, and deadly. |
cured leather sling of recursion4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +7 On Hit: 10% Shoot 1 Slings are used to hurl stones or metal shots at your foes. |
ash magestaff of illumination (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire On Hit (Melee): * 8% chance to blind ----- def ----- Defense +8 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 37.33 light damage. Staves designed for wielders of magic, by the greats of the art. |
Silywen (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 temporal +7 nature +20 arcane While equipped: dps ---------- Spell.crit +4% Melee Ret 12 blight ---------- misc Mana/s.crit +3.00 Vim/s.crit +3.00 One-handed war axes. |
arcing steel waraxe (111% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
troll-hide rough leather armour of Toknor (1 def, 2 armour)9.0 T1 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Max.HP +33.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
coruscating steel shield (6 def, 2 armour, 42 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego+] Arcane While equipped: Stats +1 Str dps ---------- Melee Ret 12 fire ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +10% fire ---------- misc Talents +2 Block Handheld deflection devices. |
Betinn the Sunmark (15/15, 120% power, 7 apr)3.0 T2 arrow ammo [Rare] Arcane Power 121% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 15 Ranged+ +12 blight On Hit.r1 +8 light On Hit: * 40% chance to blind * 14% chance to disease Arrows are used with bows to pierce your foes to death. |
75 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
iron torque of kinetic psionic shield [power 23] (4/20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Daimochik [power 2] (4/10 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +4% ----- def ----- Mind.save +6 (+2 eff.) Heal/summ +50 ---------- misc Hate/m.crit +2.00 Max.psi +20.00 Remove up to 2 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
forceful elven-wood totem of thorny skin [power 45] (4/20 cooldown)2.0 T4 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 45 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to regenerate 7 stamina. Natural totems are made by powerful wilders to store nature power. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By SleepyTime the Halfling Solipsist level 15
47th Haze 122nd year of Ascendancy at 07:51 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By SleepyTime the Halfling Solipsist level 12
30th Dusk 122nd year of Ascendancy at 09:24 see stats
Exterminator
Killed 1000 creatures.By SleepyTime the Halfling Solipsist level 18
66th Haze 122nd year of Ascendancy at 18:47 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SleepyTime the Halfling Solipsist level 22
18th Regrowth 123rd year of Ascendancy at 14:43 see stats
Level 10
Got a character to level 10.By SleepyTime the Halfling Solipsist level 10
8th Flare 122nd year of Ascendancy at 21:16 see stats
Level 20
Got a character to level 20.By SleepyTime the Halfling Solipsist level 20
6th Allure 123rd year of Ascendancy at 14:17 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By SleepyTime the Halfling Solipsist level 13
71st Dusk 122nd year of Ascendancy at 17:27 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By SleepyTime the Halfling Solipsist level 19
6th Allure 123rd year of Ascendancy at 14:17 see stats
The Arena
Unlocked Arena mode.By SleepyTime the Halfling Solipsist level 10
4th Dusk 122nd year of Ascendancy at 21:06 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By SleepyTime the Halfling Solipsist level 13
34th Haze 122nd year of Ascendancy at 06:43 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By SleepyTime the Halfling Solipsist level 18
68th Haze 122nd year of Ascendancy at 18:38 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By SleepyTime the Halfling Solipsist level 14
34th Haze 122nd year of Ascendancy at 21:39 see stats
Treasure Hunter
Amassed 1000 gold pieces.By SleepyTime the Halfling Solipsist level 21
5th Regrowth 123rd year of Ascendancy at 08:48 see stats
Unstoppable
Returned from the dead.By SleepyTime the Halfling Solipsist level 23
30th Regrowth 123rd year of Ascendancy at 20:45 see stats
Log
SleepyTime uses Infusion: Regeneration.
SleepyTime starts regenerating health quickly.
SleepyTime is invigorated by the attack!
Urkis, the High Tempest casts Nova.
SleepyTime is invigorated by the attack!
SleepyTime converts some damage to Psi!
Thunderstorm hits SleepyTime for 14 to psi, 14 lightning (28 total damage).
Urkis, the High Tempest hits Ivurin the snow giant for 116 lightning damage.
Urkis, the High Tempest hits SleepyTime for 44 to psi, 44 lightning (88 total damage).
Burning from SleepyTime hits Urkis, the High Tempest for 2 fire damage.
SleepyTime is dazed!
Ivurin the snow giant casts Earthen Missiles.
SleepyTime deflects the projectile from Ivurin the snow giant to the southeast!
SleepyTime deflects the projectile from Ivurin the snow giant to the southwest!
SleepyTime is not dazed anymore.
SleepyTime is invigorated by the attack!
SleepyTime converts some damage to Psi!
SleepyTime mentally dismisses some damage!
Burning from Ivurin the snow giant hits SleepyTime for (9 dismissed), 4 to psi, 4 fire (7 total damage).
SleepyTime receives 2 healing (3 psi heal).
SleepyTime uses Infusion: Wild.
SleepyTime stops burning.
SleepyTime is cured!
SleepyTime lessens the pain.
SleepyTime's mind surges with critical power!
SleepyTime is invigorated by the attack!
Urkis, the High Tempest casts Freeze.
Saving game...



































































































