









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Crystalist 1.5.6 Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. 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:
Better Item Description 1.5.5This 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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.5.0Official 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 1.5.5Quality 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. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Mindslayer |
| Level / Exp | 25 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by sick grizzly bear at level 9 on the 4th Flare 122nd year of Ascendancy at 23:47 0 / 7Killed by Aegkon the thalore at level 19 on the 4th Decay 122nd year of Ascendancy at 20:42 Killed by Adamita the skeleton master archer at level 23 on the 54th Regrowth 123rd year of Ascendancy at 00:16 Killed by Voryma the skeleton magus at level 23 on the 54th Regrowth 123rd year of Ascendancy at 12:15 Killed by Mayybeth the ghoulking at level 25 on the 56th Regrowth 123rd year of Ascendancy at 23:10 Killed by Borfast the Broken at level 25 on the 57th Regrowth 123rd year of Ascendancy at 08:26 Killed by saw horror at level 25 on the 78th Regrowth 123rd year of Ascendancy at 00:13 |
Primary Stats
| Strength | 51 (base 11) |
| Dexterity | 61 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 21 (base 10) |
| Willpower | 77 (base 55) |
| Cunning | 76 (base 51) |
Resources
| Life | 0/435 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 62/91 |
| Healing Factor | 1.1564835164835 |
| Regeneration | 6.6497802197803 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +54.72337093455% |
| Spell | 0% |
| Global | +66.666666666667% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 50.174866052011 |
| See Invisible | 50.174866052011 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 56 |
| Crit Chance | 25% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +9% |
| Mind | +15% |
| Physical | +6% |
| Cold | +15% |
| Nature | +3% |
Offense: Damage Penetration
| Acid | +25% |
| Darkness | +30% |
| Cold | +27% |
| Mind | +40% |
| Lightning | +40% |
| Fire | +27% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 12 |
| Physical Save | 27 |
| Spell Save | 27 |
| Mental Save | 39 |
Defense: Resistances
| Nature | + 19%( 70%) |
| Acid | + 30%( 70%) |
| Lightning | + 21%( 70%) |
| Cold | + 35%( 70%) |
| Mind | + 10%( 70%) |
| Physical | + 9%( 70%) |
| Fire | + 16%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
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 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 330% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thermal Shield |
| talent | Augmentation |
| talent | Kinetic Aura |
| talent | Skate |
| talent | Charged Aura |
| talent | Deflect Projectiles |
| talent | Beyond the Flesh |
| talent | Kinetic Shield |
| detrimental effect | Slowed by 50% and taking 93 crushing damage per turn. Imploding (slow) |
| beneficial effect | This creatures psionic focus item is supercharged! Frenzied Focus |
| detrimental effect | Immobilized by telekinetic forces. Immobilized |
| beneficial effect | The target is recovering 13 life each turn. Recovery |
| detrimental effect | Huge cut that bleeds, doing 2.16 physical damage per turn. Bleeding |
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 +2. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+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 ice 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. | 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. | 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 has completed an elixir of mysticism without your aid. 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 vial of elder vampire blood. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 within10 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | elemental steel greatmaul of projection (145% power, 2 apr) 5.0 T2 greatmaul 1H weapon [Ego++] Arcane/Psionic Power 146% Range: 1.5x Uses 129% Wil Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * chills your foe dealing 22 damage and slowing them by one tenth of a turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Random elemental explosion While equipped: dps ---------- Res.pen +10% acid +12% fire +12% cold +10% lightning Massive two-handed mauls. |
| Light source | alchemist's lamp 'Blazetreason'1.0 T3 lite [Random Unique] Master/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Res.pen +15% all Apr +16 Melee Ret 12 mind ----- def ----- Resists +6% mind +6% fire Mind.save +4 (+1 eff.) ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | insulating rough leather hat of the bounder (0 def, 1 armour) 2.0 T1 head armor [Ego+] Master While equipped: Stats +6 Str +6 Dex +0 Cun ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +7% fire Mind.save +0 (+0 eff.) Silence- +30% A hat made of leather. Very stylish. |
| 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. |
| 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 75 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Demonshear the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex +7 Mag +2 Wil +6 Cun dps ---------- Res.pen +15% darkness Acc +8 (+3 eff.) ---------- misc Light +3 Rings can have magical properties. |
| On fingers | solipsist's gold ring of speed0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Mov.spd +12% Acc +7 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Chamarain (153% power, 2 apr) 3.0 T2 greatsword 2H weapon [Rare] Master Power 153% Range: 1.6x Uses 129% Wil Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 40% chance to cause random gloom * splashes acid on your target dealing 50 damage and reducing their armor While equipped: Stats +2 Str +4 Mag +3 Wil +2 Con dps ---------- Dmg.mod +9% mind Massive two-handed swords. |
| On hands | Issyrand the Lustreguile (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +9% acid +3% nature +9% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Resists +6% nature ---------- misc Light +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Airraptor1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +7 Lck dps ---------- Dmg.mod +6% mind Res.pen +15% lightning +25% mind Melee Ret 8 lightning ----- def ----- Stealth +6 ---------- misc T.Disarm +11 Infravis +5 A belt that goes around your waist. |
| Cloak | cashmere cloak 'Galemark' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +6% Dmg.mod +9% acid On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% ----- def ----- Defense +2 (+1 eff.) Resists +21% acid +18% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour of the deep (2 def, 6 armour)9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +7% Resists +6% acid +6% cold Max.HP +41.00 HP.reg +5.50 Heal.mod +14% ---------- misc Breathe water A suit of armour made of leather. |
Inventory
healing infusion (heal 50)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 50 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. Press to compare to your current inscriptions |
Rune of Reflection (absorb and reflect 205 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 205 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.10 Amulets can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
warrior's steel ring of corrosion (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% acid ----- def ----- Armour +4 Resists +22% acid Rings can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
gold ring 'Glabreth'0.1 T3 ring jewelry [Random Unique] Nature While equipped: Stats +2 Str +4 Con dps ---------- Dmg.mod +12% blight +13% fire +10% nature Res.pen +5% blight ----- def ----- Resists +3% blight +26% fire +20% nature Phys.save +8 (+4 eff.) Rings can have magical properties. |
psionicist's gold ring of arcana(+0.21/turn)0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +5 Wil ----- def ----- Mind.save +10 (+3 eff.) Silence- +28% ---------- misc Mana/turn +0.21 Rings can have magical properties. |
stralite ring 'Sunqueller'0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +8 Con dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 31 light Ranged+ 32 light Dmg.mod +3% fire +9% temporal Res.pen +10% fire On Hit (Melee): * 19% chance to blind On Hit (Ranged): * 20% chance to blind ----- def ----- Silence- +44% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.19 Rings can have magical properties. |
Murkmortal (142% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 143% Range: 1.5x Uses 129% Wil Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 blight +8 darkness On Hit: * 40% chance to cause random gloom * 9% chance to disease * 25% chance to put talents on cooldown While equipped: dps ---------- Res.pen +5% darkness Massive two-handed battleaxes. |
dwarven-steel dagger (125% power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 125% Range: 1.3x Uses 48% Wil, 48% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
mossy mindstar (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 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. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethilewyn the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +4 Mag ----- def ----- Resists +6% nature HP.reg +0.90 Heal.mod +12% Stun/Frz- +5% A belt that goes around your waist. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal A belt that goes around your waist. |
Runakaltholar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Crit.mult +6.00% Phys.pwr +6 (+3 eff.) Acc +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -6% Max.HP +31.00 ---------- misc Stam/turn +0.60 Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
pair of iron boots 'Shadetreason' (0 def, 3 armour)3.0 T1 feet armor [Rare] Psionic While equipped: dps ---------- Res.pen +5% fire Melee Ret 4 fire On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +2% Resists +18% darkness Phys.save +5 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 44.25 to 132.74 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Emelulrata the Bleakhash (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Dmg.mod +15% acid Res.pen +10% acid +10% darkness Apr +6 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% Resists +3% darkness +15% acid A cap made of leather. |
iron helm 'Hurigen' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% blight +9% mind Res.pen +20% blight Melee Ret 8 blight ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
3 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 Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
4 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 Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
4 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 Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
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 Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
72 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Murkobsidian' (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% darkness Res.pen +5% darkness Melee Ret 8 fire On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Fatigue -5% Resists +12% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 82.83 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Jung the Cornac Mindslayer level 16
50th Dusk 122nd year of Ascendancy at 08:21 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Jung the Cornac Mindslayer level 19
2nd Allure 123rd year of Ascendancy at 11:42 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Jung the Cornac Mindslayer level 10
5th Flare 122nd year of Ascendancy at 01:29 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Jung the Cornac Mindslayer level 20
13rd Regrowth 123rd year of Ascendancy at 14:14 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Jung the Cornac Mindslayer level 18
66th Dusk 122nd year of Ascendancy at 07:43 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Jung the Cornac Mindslayer level 11
2nd Dusk 122nd year of Ascendancy at 03:29 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Jung the Cornac Mindslayer level 23
22nd Regrowth 123rd year of Ascendancy at 06:36 see stats
Log
Saw horror uses Implode.
Jung is being crushed.
Jung is bound by telekinetic forces!
Saw horror hits Jung for (41 to psi shield), 43 physical (43 total damage).
Jung uses Frenzied Focus.
Jung enters a frenzy!
Imploding (slow) from Saw horror hits Jung for (41 to psi shield), 43 physical (43 total damage).
Saw horror uses Psionic Pull.
Jung is pulled in!
Saw horror hits Jung for (30 to psi shield), 31 physical (31 total damage).
Saw horror's armor corrodes!
Saw horror loses sight!
Jung starts to bleed.
Saw horror hits Jung for (5 to psi shield), 6 physical (6 total damage).
Imploding (slow) from Saw horror hits Jung for (41 to psi shield), 43 physical (43 total damage).
Jung's Beyond the Flesh hits Saw horror for (54 to psi shield), 44 physical, (3 to psi shield), 2 nature, 4 mind, (7 to psi shield), 6 physical, 15 lightning, 21 lightning, 29 cold (122 total damage).
Saw horror is dazed!
You are unable to move!
Saw horror is not dazed anymore.
Jung's tinker attains critical power!
Imploding (slow) from Saw horror hits Jung for (21 to psi shield), 22 physical (22 total damage).
Saw horror hits Jung for (5 to psi shield), 6 physical (6 total damage).
Bleeding from Saw horror hits Jung for (0 to psi shield), 0 physical (0 total damage).
Jung's Beyond the Flesh hits Saw horror for (45 to psi shield), 49 physical, (3 to psi shield), 2 nature, 4 mind, (7 to psi shield), 6 physical, 15 lightning, 24 cold, 44 cold (144 total damage).
Saw horror uses Razor Saw.
Saw horror's mind surges with critical power!
Jung is recovering from the damage!
Saving game...














































































































