














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. ZOmnibus Addon Pack 1.7.4Combines 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: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Ignore Race/Class Locks 1.7.0Modifies 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: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wanderer5in1 |
| Level / Exp | 22 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Velubrenne the brown bear at level 10 on the 39th Dearth 122nd year of Ascendancy at 18:24 3 / 2Killed by bandit lord at level 20 on the 27th Shortage 122nd year of Ascendancy at 11:22 |
Primary Stats
| Strength | 22 (base 12) |
| Dexterity | 16 (base 12) |
| Constitution | 15 (base 12) |
| Magic | 13 (base 12) |
| Willpower | 89 (base 51) |
| Cunning | 52 (base 42) |
Resources
| Mana | 611/611 |
| Equilibrium | 18 |
| Vim | 144/144 |
| Life | 573/573 |
| Steam | 0/100 |
| Stamina | 364/364 |
| Psi | 405/405 |
| Healing Factor | 1.1960311219418 |
| Regeneration | 14.334014220283 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +141.41028527798% |
Vision
| Sight | 10 |
| Lite | -997 |
| Infravision | 3 |
| Stealth | 49 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 52 |
| Crit Chance | 16% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 64 |
| Accuracy | 52 |
| Crit Chance | 18% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +6% |
| Cold | +11% |
| Nature | +11% |
| Physical | +20% |
| Mind | +29% |
| All | 0% |
Offense: Damage Penetration
| Physical | +6% |
| Light | +10% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 5 (35.65183292883%) |
| Defense | 33 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 33.08 |
| Spell Save | 39.92 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 35%( 70%) |
| Cold | + 46%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 18%( 70%) |
| Lightning | + 22%( 70%) |
| Mind | + 26%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 20% |
| Stun Resistance | 65% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 456% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| 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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 389 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: 10 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 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Predator | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Solipsism | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Avoidance | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wanderer / Beast | 0.80 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.14 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
| talent | Feather Wind |
| talent | Trained Reactions |
| talent | Automated Cloak Tessellation |
| talent | Stealth |
| talent | Ruin |
| talent | Psiblades |
| talent | Chant of Fortitude |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 3.4 and stamina regeneration by 1.0. Soothing Darkness |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+41% global speed). Clarity |
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Yarevor the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +10.00% Mindpower +20 (+5 eff.) Ignore resists +10% mind defense ------ Armor +1 Resistance +3% acid +6% lightning other ------- Stamina/turn +0.30 Max stamina +14.00 A pair of boots made of leather. |
| Light source | Glimmercrack the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind +6% light Ignore resists +10% light On-Hit (Melee): * 10% chance to reduce armor by 17% defense ------ Resistance +3% mind other ------- 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 | Porobrema (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Mag +1 Wil offense ------ Mindpower +15 (+4 eff.) Damage +10% physical Ignore resists +5% mind defense ------ Defense +1 (+1 eff.) Resistance +10% physical A pointy cloth hat, very wizardly... |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
| Tool | overpowered ash totem of stinging [power 302] (23 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Sting an enemy dealing 335 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 23 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Goryregrim0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore Armor +1 defense ------ Armor +4 Defense +5 (+3 eff.) Unlife -80.00 life Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
| On fingers | Swampumbra the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +12% mind +6% nature defense ------ Resistance +12% mind +18% nature Rings make your fingers look great! |
| Around neck | Daimemas0.1 Encumbrance T2 amulet jewelry [Random Unique] Master While equipped: Stats +6 Str +5 Dex +5 Wil defense ------ Resistance +2% physical Crit Resistance 10.00% Physical save +12 (+5 eff.) Spell save +13 (+4 eff.) Mind save +16 (+5 eff.) Pinning Resist +20% other ------- Masteries +0.14 Wild-gift/Mindstar mastery Amulets make your neck look great! |
| In main hand | Bovon (4-5 power, 31 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 4.5 - 5.0 Mind Uses 88% Wil, 53% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +31 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +18 (+5 eff.) On-Hit 3 lightning 3 physical 4 cold 3 acid 4 fire Damage +11% mind On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 defense ------ Resistance +4% lightning +3% physical +6% darkness +9% fire +2% cold +4% acid other ------- Psi-on-crit +1.00 Talents +1 Attune Mindstar 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 | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Kinetic Focus (6-7 power, 31 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 6.0 - 6.6 Physical Uses 88% Wil, 53% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +31 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +14 (+4 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+2 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
| Cloak | Chamagotir (21 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +21 (+9 eff.) Resistance +6% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe 'Eclipsehacker' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +2 Mag offense ------ Damage +3% acid +11% cold On-Hit (Melee): * 20% chance to reduce damage dealt by 30% defense ------ Resistance +16% cold +7% all Crit Resistance 5.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Withering Orbs =Blind fight=0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
Wildparry the gold amulet =test=0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Wil offense ------ Critical power +5.00% Physical Power +6 (+3 eff.) Combat Speed +10% Damage +7% physical Ignore resists +10% mind +10% nature other ------- Hate-on-crit +1.00 Amulets make your neck look great! |
Goretorrent0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +12% acid When Hit 4 nature 2 lightning On-Hit (Melee): * 10% chance to slow global speed by 66% defense ------ Resistance +3% nature Mind save +5 (+1 eff.) Confus Resist +20% Rings make your fingers look great! |
copper ring 'Duathelreek'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: defense ------ Resistance +3% cold +2% physical Silence Resist +21% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.10 Rings make your fingers look great! |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 138.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
horrifying mossy mindstar (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 3 mind 4 darkness Damage +3% mind +3% darkness other ------- Talents +1 Attune Mindstar 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. |
vined mindstar 'Belama' (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On Hit: * 20% chance to reduce all saves and defense by 38 While equipped: Stats +4 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con offense ------ Mind Crit +5% Mindpower +4 (+1 eff.) Resonance +7% On-Hit 8 lightning Damage +6% lightning +4% mind Ignore resists +5% lightning +13% mind When Hit 2 mind defense ------ Resistance +4% lightning +4% mind other ------- Psi when Hit +0.80 Hate-on-crit +2.00 Psi-on-crit +2.00 Talents +1 Attune Mindstar 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. |
Gythra the Woevile1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +4 (+2 eff.) Damage +6% mind Ignore resists +15% darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 38 defense ------ Resistance +3% darkness A belt that goes around your waist. |
Wintermark the linen cloak (1 def, 0 armour) =red armor=2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil offense ------ Damage +3% acid +9% cold On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Defense +1 (+1 eff.) Resistance +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ragelegas the Tidebile (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Physical Crit +11.0% Spell Crit +11% Mind Crit +10% Critical power +8.00% Damage +18% cold Ignore resists +20% nature defense ------ Armor +2 Fatigue +3% Resistance +15% fire Unarmed combat: Weapon Damage 24.0 - 33.6 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +12.0% Attack Speed 83% On Crit: 20% Cripple level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Hellsstreaker (0 def, 3 armour) =water=3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +2 Mag +5 Wil +1 Cun offense ------ Ignore resists +5% fire defense ------ Armor +3 Fatigue +5% Resistance +5% cold other ------- Infravision +1 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 Encumbrance 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 Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
250 alchemist agate0.0 Encumbrance 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(142 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Baliyon the iron pickaxe (dig speed 18 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Mind Crit +2% defense ------ Life +20.00 other ------- Max stamina +17.00 Max hate +8.00 Light +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 301/400 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. |
innervating iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 135 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of psionic shield [power 25] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
Rimespire the ash totem of stinging [power 200] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +6% cold +12% fire Ignore resists +10% cold defense ------ Resistance +21% lightning Spell save +9 (+2 eff.) Sting an enemy dealing 222 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging 'Blazeburst' [power 176] (15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +9% light Ignore resists +20% blight Sting an enemy dealing 195 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Pick the Dwarf Wanderer5in1 level 13
30th Loss 122nd year of Ascendancy at 14:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Pick the Dwarf Wanderer5in1 level 10
38th Dearth 122nd year of Ascendancy at 14:42 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Pick the Dwarf Wanderer5in1 level 20
26th Shortage 122nd year of Ascendancy at 08:42 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Pick the Dwarf Wanderer5in1 level 5
19th Voratun 122nd year of Ascendancy at 17:40 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Pick the Dwarf Wanderer5in1 level 9
22nd Dearth 122nd year of Ascendancy at 01:00 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Pick the Dwarf Wanderer5in1 level 12
22nd Loss 122nd year of Ascendancy at 13:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Pick the Dwarf Wanderer5in1 level 17
19th Shortage 122nd year of Ascendancy at 19:42 see stats
Log
Today is the 11st Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:00.
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Today is the 12nd Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
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Today is the 13rd Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
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Today is the 14th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:50.
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There is a Entrance to the Scintillating Caves here (press '' or right click to use).
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There is a Elvala (Town) here (press '' or right click to use).
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There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.
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Ran for 25 turns (stop reason: didn't move).
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Saving game...
Saving done.


































































































