Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Forbidden Cults 1.6.7Official 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.
Miscellaneous QOL Pack 1.6.0 Dread Necromancer 1.6.4The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Better Item Description 1.6.6This 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 Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Mage Knight 1.6.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Items Vault 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 1.6.2 Sling Fix 1.6.2Very hacky fix for 1.6.2 sling issue. I don't know how addons work and have made no effort for compatibility or proper implementation of this fix, this is purely at a glance. Editing this into an existing save should be safe. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines 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: Plenum Tooltip Custom Edit 1.6.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Mind Knight |
Level / Exp | 20 / 9% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 7 (base 10) |
Magic | 41 (base 41) |
Willpower | 63 (base 48) |
Cunning | 18 (base 10) |
Resources
Life | 481/481 |
Essence | 206/206 |
Equilibrium | 18 |
Psi | 153/153 |
Healing Factor | 1.0245762711864 |
Regeneration | 1.8954661016948 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 21.358073527696 |
See Invisible | 20.358073527696 |
Stealth | 44 |
Offense: Mainhand
Damage | 39 |
Accuracy | 54 |
Crit Chance | 7% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 38 |
Accuracy | 54 |
Crit Chance | 5% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Fire | +9% |
Darkness | +8% |
Light | +12% |
Temporal | +9% |
Cold | +10% |
Physical | +3% |
Mind | +17% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Temporal | +20% |
Cold | +10% |
Fire | +5% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 52.978458585566 (69.942556228175%) |
Defense | 4 |
Ranged Defense | 4 |
Fatigue | 14 |
Physical Save | 8 |
Spell Save | 29 |
Mental Save | 30 |
Defense: Resistances
Darkness | + 6%( 70%) |
Light | + 24%( 70%) |
Fire | -10%( 70%) |
Cold | + 6%( 70%) |
Arcane | + 1%( 66%) |
Mind | + 31%( 76%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Silence Resistance | 40% |
Confusion Resistance | 94% |
Knockback Resistance | 40% |
Stun Resistance | 63% |
Instadeath Resistance | 100% |
Blind Resistance | 35% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 372 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -412 life. The duration and life will increase by 1% for every 1% life you have lost (currently 412 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Psychic Body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Psychic Gifts | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Psionic / Psychic Attack | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Spell / Dancing Weapon | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Weapons Master | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat Casting | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Flexible Combat Training | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Farwield |
talent | Psiblades |
talent | Eldritch Combat |
talent | Telekinetic Focus |
beneficial effect | The character is concealing itself from enemy minds. Mentally Stalking |
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. | done |
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 temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed minotaur nose. * You've found the needed sandworm tooth. 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 ritch stinger. * '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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 | gifted vined mindstar (4.5-4.95 power, 21 apr, nature damage) gifted vined mindstar (4.5-4.95 power, 21 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Nature Uses 8% Wil, 112% Mag, 5% Cun Mastery Flexible Weapon Training Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +21 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +11 (+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. |
On hands | Tithel the iron gauntlets (5 def, 1 armour) Tithel the iron gauntlets (5 def, 1 armour)1.5 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness Res.pen +20% temporal Acc +15 (+7 eff.) ----- def ----- Armour +1 Defense +5 (+5 eff.) Fatigue +1% Resists +6% darkness Crit.dmg- 10.00% Heal.mod +5% Confus- +10% Stun/Frz- +20% Unarmed combat: Power 11.0 - 15.4 Physical Uses 5% Dex, 5% Cun, 120% Mag 5% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 20% Moonlight Ray 1 On Hit: * 5% chance to reduce damage dealt by 28% Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | dreamer's brass lantern of health dreamer's brass lantern of health2.0 T1 lite [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +4 (+2 eff.) Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Toxinransom (0 def, 1 armour) Toxinransom (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Melee Ret 4 nature On Hit (Melee): * 10% chance to slow global speed by 62% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue +1% Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
On feet | pair of rough leather boots 'Heattickler' (0 def, 1 armour) pair of rough leather boots 'Heattickler' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Cun +4 Wil dps ---------- Dmg.mod +9% fire Res.pen +10% lightning +5% fire ----- def ----- Armour +1 Silence- +23% Confus- +22% Stun/Frz- +20% A pair of boots made of leather. |
Tool | Haludunalach (dig speed 29 turns) Haludunalach (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Wil dps ---------- Spell.crit +4% Melee Ret 4 arcane ----- def ----- Resists +5% arcane Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of perseverance copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +23% Rings can have magical properties. |
On fingers | steel ring 'Pitchpiety' steel ring 'Pitchpiety'0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +12% mind +12% light Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +6% cold +12% mind +24% light Blind- +25% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings can have magical properties. |
Around neck | Araremira the copper amulet Araremira the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +3% mind +3% physical Apr +1 ----- def ----- Armour +6 Die.at -60.00 life Amulets can have magical properties. |
In main hand | Eye of Winter (8-8.8 power, 21 apr, cold damage) Eye of Winter (8-8.8 power, 21 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 8% Wil, 112% Mag, 5% Cun Mastery Flexible Weapon Training Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +21 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +11 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Blizzardtickler (6-6.6 power, 21 apr, nature damage) Blizzardtickler (6-6.6 power, 21 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 6.0 - 6.6 Nature Uses 8% Wil, 112% Mag, 5% Cun Mastery Flexible Weapon Training Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +21 Crit +3.0% Atk.spd 100% Melee+ +8 cold On Hit.r1 +4 cold While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Melee+ 5 mind 5 darkness Dmg.mod +9% temporal +2% mind +4% darkness ----- def ----- Phys.save +3 (+3 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) Max.HP +16.00 HP.reg +0.60 ---------- misc Equi/ret +0.90 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 | Erykath the linen cloak (1 def, 0 armour) Erykath the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 62% ----- def ----- Defense +1 (+1 eff.) Max.HP +94.00 Blind- +10% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | impenetrable steel plate armour of resilience (0 def, 15 armour) impenetrable steel plate armour of resilience (0 def, 15 armour)17.0 T2 massive armor [Ego] Nature/Master While equipped: ----- def ----- Armour +15 Fatigue +22% Max.HP +20.00 A suit of armour made of metal plates. |
Inventory
Prismatic Rune (6 turns; acid, physical, darkness, blight, mind) Prismatic Rune (6 turns; acid, physical, darkness, blight, mind)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 4 darkness, 3 blight, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 83; cd 16) shatter afflictions rune of the psychic (absorb 83; cd 16)0.1 rune scroll [Ego] 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 83 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Falumas Falumas0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +3 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +3% lightning +5% arcane HP.reg +2.00 ---------- misc Stam/turn +0.50 Masteries +0.17 Technique/Weapons Master Amulets can have magical properties. |
warrior's steel ring of darkness (+22%) warrior's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +8 Resists +22% darkness Rings can have magical properties. |
Zublek (6 def, 0 armour) Zublek (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +10% fire ----- def ----- Defense +6 (+6 eff.) Resists +15% fire Blind- +10% Confus- +10% Teleport- +10% A pointy cloth hat, very wizardly... |
iron helm 'Glorina' (30 def, 3 armour) iron helm 'Glorina' (30 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +4.0% Melee Ret 4 physical ----- def ----- Armour +3 Defense +30 (+23 eff.) Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Transmogrification Chest 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 Recall (1/1) 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
By Blex the Yeek Mind Knight level 17
23rd Haze 122nd year of Ascendancy at 20:22 see stats
By Blex the Yeek Mind Knight level 10
1st Summertide 122nd year of Ascendancy at 09:51 see stats
By Blex the Yeek Mind Knight level 20
61st Haze 122nd year of Ascendancy at 14:47 see stats
By Blex the Yeek Mind Knight level 17
35th Dusk 122nd year of Ascendancy at 19:54 see stats
By Blex the Yeek Mind Knight level 9
8th Mirth 122nd year of Ascendancy at 15:18 see stats
By Blex the Yeek Mind Knight level 16
23rd Dusk 122nd year of Ascendancy at 14:23 see stats
Log
Rested for 127 turns (stop reason: all resources and life at maximum).
Today is the 67th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 68th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 69th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
Today is the 70th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
Ran for 36 turns (stop reason: interesting character).
Quest 'The Brotherhood of Alchemists' status updated! (Press 'j' to see the quest log)
Today is the 71st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:10.
Today is the 72nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:35.
Today is the 73rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
Today is the 74th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
Today is the 75th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
Today is the 76th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Today is the 77th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
Today is the 78th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
There is a Way into the heart of the gloom here (press '' or right click to use).
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Blex deactivates Psiblades.
Blex deactivates Telekinetic Focus.
Blex deactivates Farwield.
Blex deactivates Eldritch Combat.