










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (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.
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! Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
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: 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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Wyrmic |
| Level / Exp | 16 / 20% |
| Size | small |
| Lifes / Deaths | Killed by devourer at level 16 on the 26th Dusk 122nd year of Ascendancy at 20:12 / 2Killed by umbral horror at level 16 on the 26th Dusk 122nd year of Ascendancy at 20:16 |
Primary Stats
| Strength | 36 (base 36) |
| Dexterity | 8 (base 10) |
| Constitution | 10 (base 11) |
| Magic | 13 (base 10) |
| Willpower | 58 (base 40) |
| Cunning | 25 (base 10) |
Resources
| Life | -30/299 |
| Equilibrium | 12 |
| Healing Factor | 1.2234042553191 |
| Regeneration | 28.248404255319 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 41 |
| Crit Chance | 11% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 58 |
| Crit Chance | 11% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Darkness | +26% |
| Fire | +32% |
| Mind | +7% |
Offense: Damage Penetration
| Mind | +6% |
| Darkness | +17% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 15 |
| Ranged Defense | 19 |
| Fatigue | 3 |
| Physical Save | 19 |
| Spell Save | 31 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 32%( 70%) |
| All | 0%( 70%) |
| Lightning | + 1%( 70%) |
| Temporal | + 12%( 70%) |
| Darkness | + 18%( 70%) |
| Physical | + 2%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 35% |
| Stun Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 109 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 148 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.48 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Fungus | 1.10 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Huge cut that bleeds, doing 0.49 physical damage per turn and decreasing all heals received by 28%. Deep Wound |
| beneficial effect | A flow of life spins around the target, regenerating 21.84 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You have been tasked to remove two 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 |
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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | [vs. miner's pair of iron boots (0 def, 8 armour) (On feet)]miner's pair of iron boots (0 def, 8 armour) 3.0 T1 feet armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +8 (-) Fatigue +2% (-) ---------- misc Infravis +1 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Neritta (Light source)]Neritta 2.0 T1 lite [Rare] Master While equipped: Stats +3(-) Str dps ---------- Acc +6 (+2 eff.) (-) ----- def ----- Phys.save +3 (+3 eff.) (-) Max.HP +10.00 (-) ---------- misc Light +5 (-) 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 | [vs. linen wizard hat 'Shadowwarden' (1 def, 0 armour) (On head)]linen wizard hat 'Shadowwarden' (1 def, 0 armour) 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3(-) Cun dps ---------- Dmg.mod +15%(-) fire Res.pen +10%(-) darkness Melee Ret 4(-) darkness ----- def ----- Defense +1 (+1 eff.) (-) Resists +12%(-) darkness Mind.save +6 (+3 eff.) (-) A pointy cloth hat, very wizardly... |
| On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)]Flamewrought (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2(-) Cun +3(-) Wil dps ---------- Mind.pwr +2 (+1 eff.) (-) Dmg.mod +5%(-) fire ----- def ----- Armour +2 (-) Resists +10%(-) fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 60.24 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | [vs. psionic steel torque of clear mind [power 2] (2/10 cooldown) (Tool)]psionic steel torque of clear mind [power 2] (2/10 cooldown) 2.0 T2 torque charm [Ego] Psionic Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Nightsong (On fingers)]Nightsong 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6(-) Cun dps ---------- Dmg.mod +5%(-) physical ----- def ----- Defense +6 (+6 eff.) (-) Fatigue -7% (-) Mind.save +13 (+7 eff.) (-) ---------- misc Max.stam +25.00 (-) Cooldown Shadowstep -1(-) Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 27 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | [vs. stabilizing steel amulet of mastery (0.18 Wild-gift / Sand drake aspect) (Around neck)]stabilizing steel amulet of mastery (0.18 Wild-gift / Sand drake aspect) 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12%(-) temporal Pinning- +20% (-) Knockbk- +21% (-) ---------- misc Masteries +0.18(-) Wild-gift/Sand drake aspect Amulets can have magical properties. |
| In main hand | [vs. flaming dwarven-steel longsword of the mystic (23.5-32.9 power, 4 apr) (In main hand)]flaming dwarven-steel longsword of the mystic (23.5-32.9 power, 4 apr) 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 (-) Crit +3.5% (-) Atk.spd 100% (-) On Hit.r1 +5(-) fire While equipped: Stats +2(-) Wil +2(-) Mag dps ---------- Spell.pwr +7 (+4 eff.) (-) Sharp, long, and deadly. |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3(-) Wil ----- def ----- Resists +20%(-) blight +20%(-) cold +20%(-) nature Heal.mod +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In off hand | [vs. flaming dwarven-steel longsword of the mystic (23.5-32.9 power, 4 apr) (In main hand, 1 of 2)]vined mindstar 'Foghue' (6-6.6 power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature/Psionic This psionic mindstar hates not to be wrathful. Power 6.0 - 6.6(-17.5 - -26.3) Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 (+14) Crit +3.0% (-0.5%) Atk.spd 100% (-) On Hit.r1 +0(-5) fire On Crit.r2 +12 darkness While equipped: Stats +0(-2) Wil +0(-2) Mag dps ---------- Mind.crit +2% Spell.pwr +0 (+0 eff.) (-7 (-4 eff.)) Mind.pwr +4 (+1 eff.) Dmg.mod +12% fire +7% mind +26% darkness Res.pen +6% mind +7% darkness ----- def ----- Resists +6% darkness 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. Tap to cycle through comparison choices |
| Cloak | [vs. thick linen cloak of the Shaloren (1 def, 5 armour) (Cloak)]thick linen cloak of the Shaloren (1 def, 5 armour) 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1(-) Wil +1(-) Mag ----- def ----- Armour +5 (-) Defense +1 (+1 eff.) (-) Resists +12%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Nature's Blessing (8 def, 6 armour) (Main armor)]Nature's Blessing (8 def, 6 armour) 9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +4(-) Con +3(-) Wil ----- def ----- Armour +6 (-) Defense +8 (+8 eff.) (-) Rng.Def +4 (+4 eff.) (-) Fatigue +8% (-) Resists +20%(-) nature +25%(-) arcane Spell.save +18 (+9 eff.) (-) HP.reg +1.00 (-) Heal.mod +20% (-) Stun/Frz- +25% (-) ---------- misc Masteries +0.20(-) Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
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 13 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. |
healing infusion of the psychic (heal 159)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 159 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. stabilizing steel amulet of mastery (0.18 Wild-gift / Sand drake aspect) (Around neck)]Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ----- def ----- Resists +0%(-12%) temporal Pinning- +0% (-20%) Knockbk- +0% (-21%) ---------- misc See.Stealth +10 See.Invis +10 Masteries +0.00(-0.18) Wild-gift/Sand drake aspect 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... |
[vs. stabilizing steel amulet of mastery (0.18 Wild-gift / Sand drake aspect) (Around neck)]insulating steel amulet of constitution (+4) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +12% cold +0%(-12%) temporal +12% fire Pinning- +0% (-20%) Knockbk- +0% (-21%) ---------- misc Masteries +0.00(-0.18) Wild-gift/Sand drake aspect Amulets can have magical properties. |
[vs. flaming dwarven-steel longsword of the mystic (23.5-32.9 power, 4 apr) (In main hand)]iron battleaxe (16-24 power, 1 apr) 3.0 T1 battleaxe 2H weapon Reqs Str 11 [Normal] Power 16.0 - 24.0(-7.5 - -8.9) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 (-3) Crit +4.5% (+1.0%) Atk.spd 100% (-) On Hit.r1 +0(-5) fire While equipped: Stats +0(-2) Wil +0(-2) Mag dps ---------- Spell.pwr +0 (+0 eff.) (-7 (-4 eff.)) Massive two-handed battleaxes. |
[vs. flaming dwarven-steel longsword of the mystic (23.5-32.9 power, 4 apr) (In main hand)]manaburning steel battleaxe of persecution (25-37.5 power, 2 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Disrupt Power 25.0 - 37.5(+1.5 - +4.6) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 (-2) Crit +5.0% (+1.5%) Atk.spd 100% (-) Against +7% Unnatural On Hit.r1 +0(-5) fire On Hit: * 16 arcane resource burn (+16) While equipped: Stats +0(-2) Mag +5(+3) Wil dps ---------- Spell.pwr +0 (+0 eff.) (-7 (-4 eff.)) Massive two-handed battleaxes. |
[vs. flaming dwarven-steel longsword of the mystic (23.5-32.9 power, 4 apr) (In main hand)]arcing iron greatsword of massacre (25-40 power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Arcane/Master Power 25.0 - 40.0(+1.5 - +7.1) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 (-3) Crit +2.5% (-1.0%) Atk.spd 100% (-) Melee+ +7 lightning On Hit.r1 +0(-5) fire On Hit: + 25% chance for lightning to arc to a second target While equipped: Stats +0(-2) Wil +0(-2) Mag dps ---------- Spell.pwr +0 (+0 eff.) (-7 (-4 eff.)) Massive two-handed swords. |
[vs. flaming dwarven-steel longsword of the mystic (23.5-32.9 power, 4 apr) (In main hand)]River's Fury (23-32.2 power, 8 apr) 3.0 T1 trident 2H weapon Reqs Str 12 [Unique] Arcane Power 23.0 - 32.2(-0.5 - -0.7) Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 (+4) Crit +5.0% (+1.5%) Atk.spd 100% (-) Melee+ +15 cold On Hit.r1 +0(-5) fire While equipped: Stats +0(-2) Wil +0(-2) Mag dps ---------- Spell.pwr +10 (+4 eff.) (+3 (+0 eff.)) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 2.96 cold damage and 3.11 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
[vs. flaming dwarven-steel longsword of the mystic (23.5-32.9 power, 4 apr) (In main hand, 1 of 2)]Madar the vined mindstar (4.5-4.95 power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 4.5 - 5.0(-19.0 - -27.9) Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 (+14) Crit +3.0% (-0.5%) Atk.spd 100% (-) On Hit.r1 +0(-5) fire While equipped: Stats +0(-2) Mag +0(-2) Wil +2 Cun dps ---------- Mind.crit +2% Spell.pwr +0 (+0 eff.) (-7 (-4 eff.)) Mind.pwr +12 (+4 eff.) Dmg.mod +4% nature Res.pen +15% mind Melee Ret 16 mind ----- def ----- Resists +2% blight Phys.save +6 (+3 eff.) Disease- +10% ---------- misc Stam/turn +0.80 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. Tap to cycle through comparison choices |
[vs. flaming dwarven-steel longsword of the mystic (23.5-32.9 power, 4 apr) (In main hand, 1 of 2)]creative vined mindstar of resolve (4.5-4.95 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 4.5 - 5.0(-19.0 - -27.9) Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 (+14) Crit +3.0% (-0.5%) Atk.spd 100% (-) On Hit.r1 +0(-5) fire While equipped: Stats +0(-2) Mag +2(-) Wil +2 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Spell.pwr +0 (+0 eff.) (-7 (-4 eff.)) Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +3 (+2 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. Tap to cycle through comparison choices |
[vs. flaming dwarven-steel longsword of the mystic (23.5-32.9 power, 4 apr) (In main hand, 1 of 2)]vined mindstar 'Urthoyazor' (4.5-4.95 power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature/Psionic Power 4.5 - 5.0(-19.0 - -27.9) Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 (+14) Crit +3.0% (-0.5%) Atk.spd 100% (-) Melee+ +4 blight On Hit.r1 +4 blight +0(-5) fire On Crit.r2 +12 acid While equipped: Stats +0(-2) Mag +0(-2) Wil +3 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Spell.pwr +0 (+0 eff.) (-7 (-4 eff.)) Mind.pwr +4 (+1 eff.) Melee Ret 12 blight On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +3% acid 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. Tap to cycle through comparison choices |
[vs. miner's pair of iron boots (0 def, 8 armour) (On feet)]The Black Boots (2 def, 1 armour) 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +0% ----- def ----- Armour +1 (-7) Defense +2 (+2 eff.) Fatigue +2% (-) Stealth +10 ---------- misc Infravis +0 (-1) ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
[vs. miner's pair of iron boots (0 def, 8 armour) (On feet)]traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) 3.0 T1 feet armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +3 (-5) Defense +2 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue -3% (-5%) Phys.save +5 (+3 eff.) ---------- misc Max.enc +25 Infravis +0 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Flamewrought (0 def, 2 armour) (On hands)]rough leather gloves of magic (+3) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag +0(-3) Wil +0(-2) Cun dps ---------- Mind.pwr +0 (+0 eff.) (-2 (-1 eff.)) Dmg.mod +3% arcane +0%(-5%) fire ----- def ----- Armour +1 (-1) Resists +0%(-10%) fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
3 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 Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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 Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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 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 Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
[vs. Neritta (Light source)]brass lantern 2.0 T1 lite [Normal] While equipped: Stats +0(-3) Str dps ---------- Acc +0 (+0 eff.) (-6 (-2 eff.)) ----- def ----- Phys.save +0 (+0 eff.) (-3 (-3 eff.)) Max.HP +0.00 (-10.00) ---------- misc Light +2 (-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. |
[vs. Neritta (Light source)]survivor's brass lantern 2.0 T1 lite [Ego] Nature While equipped: Stats +0(-3) Str dps ---------- Acc +0 (+0 eff.) (-6 (-2 eff.)) ----- def ----- Phys.save +5 (+4 eff.) (+2 (+1 eff.)) Max.HP +0.00 (-10.00) Heal.mod +11% ---------- misc Light +2 (-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. |
[vs. psionic steel torque of clear mind [power 2] (2/10 cooldown) (Tool)]Imp Claw 2.0 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 71.56 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. |
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. |
[vs. psionic steel torque of clear mind [power 2] (2/10 cooldown) (Tool)]supercharged iron torque of kinetic psionic shield [power 31] (2/24 cooldown) 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 31 for 7 turns Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
[vs. psionic steel torque of clear mind [power 2] (2/10 cooldown) (Tool)]elm totem of cure ailments [power 1] (2/10 cooldown) 2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
[vs. psionic steel torque of clear mind [power 2] (2/10 cooldown) (Tool)]ash wand of firewall [power 105] (2/6 cooldown) 2.0 T2 wand charm [Ego] Arcane Creates a wall of flames lasting 4 turns (dealing 118 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Demodras the Yeek Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 08:40 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Demodras the Yeek Wyrmic level 12
4th Flare 122nd year of Ascendancy at 04:29 see stats
Unstoppable (Roguelike)
Returned from the dead.By Demodras the Yeek Wyrmic level 16
26th Dusk 122nd year of Ascendancy at 20:12 see stats
Log
Demodras hits Devourer for 5 darkness damage.
Devourer hits Demodras for 48 physical damage.
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Demodras hits Devourer for 7 fire damage.
Demodras hits Devourer for 7 fire damage.
Demodras hits Devourer for 26 physical, 7 fire, 26 mind (59 total damage).
Demodras killed Devourer!
Umbral horror deactivates Stealth.
Devourer leaps forward in a frenzy!
Demodras hits Umbral horror for 1 darkness damage.
Umbral horror hits Demodras for 53 darkness damage.
Talent Acidic Spray is ready to use.
In a frenzy Devourer bites at Demodras!
Demodras is cut deeply.
Demodras hits Devourer for 5 darkness damage.
Devourer hits Demodras for 71 physical damage.
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Demodras uses Infusion: Regeneration.
Demodras starts regenerating health quickly.
Devourer tries to bite Demodras with razor sharp teeth!
Demodras shrugs off the effect 'Bleeding'!
The scent of blood sends the Devourers into a frenzy!
Devourer goes into a killing frenzy.
Demodras hits Devourer for 4 darkness damage.
Devourer hits Demodras for 42 physical damage.
Umbral horror uses Dark Torrent.
Umbral horror's mind surges with critical power!
Saving game...























































































