










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | cauterize counter 1.2.5Shows a count of spells cast and damage taken in the Cauterize prodigy display Items Vault 1.7.0Donators/Buyers bonus! 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. 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.
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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Improved Auto-explore and Rest 1.6.5Quality 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. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 20 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake at level 20 on the 8th Haze 122nd year of Ascendancy at 11:36 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 17 (base 11) |
| Constitution | 28 (base 19) |
| Magic | 12 (base 10) |
| Willpower | 45 (base 38) |
| Cunning | 44 (base 41) |
Resources
| Life | -361/505 |
| Equilibrium | 118 |
| Psi | 132/135 |
| Healing Factor | 1.2556298990388 |
| Regeneration | 4.0807971718761 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +102% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 31.719706428051 |
| See Invisible | 31.719706428051 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 36 |
| Crit Chance | 18% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 36 |
| Crit Chance | 18% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +7% |
| Acid | +15% |
| Nature | +24% |
| Cold | +5% |
| Mind | +20% |
| Physical | +6% |
| Fire | +24% |
| All | 0% |
Offense: Damage Penetration
| Fire | +21% |
| Mind | +10% |
| Physical | +5% |
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24 (65.65183292883%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 32 |
| Mental Save | 41 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 24%( 70%) |
| All | + 14%( 70%) |
| Physical | + 17%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 22%( 70%) |
| Lightning | + 36%( 70%) |
| Mind | + 31%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Pinning Resistance | 31% |
| Confusion Resistance | 38% |
| Teleport Resistance | 10% |
| Disarm Resistance | 32% |
| Bleed Resistance | 30% |
| Silence Resistance | 20% |
| Stun Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 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 7 turns. While Heroism is active, you will only die when reaching -435 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1181 life, 18 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: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 137 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 670% 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 Willpower stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
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 |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Satyrking the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature ----- def ----- Armour +3 Fatigue +2% Resists +3% temporal +3% nature +3% darkness Spell.save +12 (+6 eff.) Max.HP +60.00 HP.reg +1.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Harathel'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Mag +4 Con ----- def ----- Defense +5 (+2 eff.) Resists +3% darkness Max.HP +41.00 Silence- +20% ---------- misc Light +3 Infravis +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Kheliran the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +14% mind +9% lightning Mind.save +33 (+11 eff.) Die.at -40.00 life Cut- +10% Confus- +38% Stun/Frz- +20% A cap made of leather. |
| On hands | Arcwoe the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Melee+ 5 fire Dmg.mod +4% fire Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning +6% fire ---------- misc Psi/ret +0.04 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron torque of psionic shield 'Blizzarddare' [power 25] (15 cooldown) =4d=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% Dmg.mod +6% physical Res.pen +15% cold Apr +1 Melee Ret 2 cold Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Nerodhessra the Flameoath0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex +1 Mag dps ---------- Res.pen +10% mind +10% fire Melee Ret 2 mind 2 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | gold ring 'Earyrach'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane +3% physical Die.at -80.00 life Max.HP +31.00 Disarm- +32% Pinning- +31% Knockbk- +28% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
| Around neck | copper amulet 'Berelathalar'0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Defense +15 (+6 eff.) Resists +3% lightning +3% blight +12% fire +6% mind +12% cold Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
| In main hand | epiphanous vined mindstar of flames (83% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +6 (+2 eff.) All.spd +2% Melee+ 9 fire Dmg.mod +5% mind +4% fire Res.pen +6% fire ----- def ----- Resists +4% fire ---------- misc Psi/m.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 | Adamiba the Smolderrebel1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +9% fire Res.pen +5% fire ----- def ----- Resists +5% lightning +6% temporal +6% nature ---------- misc Light +3 A belt that goes around your waist. |
| In off hand | Glemille (81% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +2% Crit.mult +9.00% Spell.pwr +15 (+8 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +7% lightning +7% fire +5% cold Apr +2 ----- def ----- Armour +2 Spell.save +3 (+1 eff.) ---------- misc Mana/turn +0.08 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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 | cashmere cloak 'Belutira' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Res.pen +5% physical ----- def ----- Defense +2 (+1 eff.) Fatigue -2% Resists +15% light Die.at -80.00 life Cut- +20% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Gleamsin the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +3 Mag +5 Cun dps ---------- Dmg.mod +3% light ----- def ----- Resists +3% temporal +6% cold Amulets make your neck look great! |
Kilnwrest0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% cold Melee Ret 6 fire ----- def ----- Resists +3% light +5% arcane Amulets make your neck look great! |
copper amulet 'Xebeth'0.1 T1 amulet jewelry [Rare] Disrupt While equipped: ----- def ----- Armour +2 Resists +12% blight +3% fire +10% nature Mind.save +6 (+2 eff.) Poison- +20% Disease- +21% Amulets make your neck look great! |
grounding copper amulet of vision0.1 T1 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +11% lightning Blind- +10% Stun/Frz- +20% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
warrior's copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
gladiator's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
psionicist's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Acc +8 (+4 eff.) Apr +7 ----- def ----- Defense +7 (+3 eff.) Mind.save +6 (+2 eff.) Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Xekira'0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +8 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +11% acid ----- def ----- Resists +25% acid Mind.save +6 (+2 eff.) Confus- +21% ---------- misc Max.hate +6.00 Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
Emyriwen the Airfurnace (75% power, 12 apr, nature damage) =4str 1d=3.0 T1 mindstar 1H weapon [Rare] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Str +1 Dex +3 Mag dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +9% lightning Melee Ret 2 lightning ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.70 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. |
mossy mindstar 'Earthweeper' (72% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +8 nature While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+0 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% darkness ---------- misc 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. |
Duskbane1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +18 (+6 eff.) Dmg.mod +9% darkness Res.pen +5% darkness +10% acid ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Isluta the Flashusher1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +1 Con dps ---------- Phys.crit +3.0% Dmg.mod +6% mind +9% light Acc +5 (+2 eff.) ----- def ----- Resists +5% lightning +7% temporal A belt that goes around your waist. |
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. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +19% Summoned ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Belenn the Flarewhisper (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Acc +10 (+5 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Defense +6 (+3 eff.) Resists +2% physical Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galideldil the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Dmg.mod +3% mind Res.pen +15% mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 ---------- misc Hate/m.crit +1.00 Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Salorinne' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Res.pen +10% acid Apr +3 Melee Ret 6 mind ----- def ----- Defense +1 (+0 eff.) Resists +13% darkness +13% temporal Phys.save +3 (+1 eff.) Def/telep +11 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Khelikath (0 def, 0 armour) =5str=2.0 T3 cloth armor [Rare] Nature While equipped: Stats +5 Str +6 Mag +6 Wil +3 Cun dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +13% lightning +9% physical +9% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +8% lightning +9% cold +3% nature +11% all Spell.save +3 (+1 eff.) Mind.save +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of the mountain (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +11% darkness +10% physical +11% mind +9% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +23 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Venomspitter' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- S.pwr/crit +4 Dmg.mod +6% blight Melee Ret 4 arcane On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Armour +1 ---------- misc Infravis +1 Disengage: Puts all charms on 9 cooldown Level 1.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
naturalist's iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 nature Dmg.mod +4% nature Acc +11 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Chamotir (0 def, 1 armour) =5d=2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +5 Dex ----- def ----- Armour +1 Fatigue +1% Resists +9% mind Phys.save +6 (+3 eff.) ---------- misc Infravis +1 A cap made of leather. |
6 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. |
197 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Arcedge'2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex +1 Wil dps ---------- Res.pen +15% mind +5% lightning Melee Ret 2 mind 8 lightning ----- def ----- Crit.chn- 5.00% ---------- misc Light +6 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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- 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. |
watchleader's brass lantern2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +22% Confus- +12% ---------- misc Light +6 See.Stealth +7 See.Invis +5 Track: Puts all charms on 24 cooldown Level 3.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 6 turns. The radius will increase with your Cunning. 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
Hagadig the Kindleworm [power 9] (9 cooldown) =4d=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% Dmg.mod +3% light Acc +20 (+10 eff.) Apr +3 Reveal the area around you, dispelling darkness (radius 9, power 36 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending ash wand of shielding [power 170] (12 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elm wand of conjuration [power 115] (9 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 121 cold damage Puts all charms on 9 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dumbshit 2 the Cornac Summoner level 9
4th Flare 122nd year of Ascendancy at 17:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dumbshit 2 the Cornac Summoner level 10
6th Dusk 122nd year of Ascendancy at 13:31 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dumbshit 2 the Cornac Summoner level 20
68th Dusk 122nd year of Ascendancy at 18:04 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Dumbshit 2 the Cornac Summoner level 6
78th Pyre 122nd year of Ascendancy at 07:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dumbshit 2 the Cornac Summoner level 9
4th Mirth 122nd year of Ascendancy at 18:45 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dumbshit 2 the Cornac Summoner level 13
12nd Dusk 122nd year of Ascendancy at 05:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dumbshit 2 the Cornac Summoner level 17
48th Dusk 122nd year of Ascendancy at 09:21 see stats
Log
Something hits Something for 84 physical damage.
Dumbshit 2 hits Something for 40 nature, 0 arcane, 18 fire, 43 nature, 0 arcane, 18 fire (117 total damage).
Something hits Something for 86 physical damage.
Something hits Dumbshit 2 for (8 to ice), 12 fire (12 total damage).
Dumbshit 2 succumbs to the nightmare!
Waking Nightmare from Gydhevena the gigantic corrosive tunneler hits Dumbshit 2 for (9 to ice), 13 darkness (13 total damage).
Dumbshit 2 misses Dumbshit 2.
Dumbshit 2 misses Dumbshit 2.
Something hits Something for 86 physical damage.
Something hits Something for 85 physical damage.
Something hits Something for 91 physical damage.
Something hits Dumbshit 2 for (22 to ice), 34 lightning (34 total damage).
Something drains life from Dumbshit 2!
Something hits Dumbshit 2 for (7 to ice), 11 fire (11 total damage).
Something hits Dumbshit 2 for (8 to ice), 12 fire (12 total damage).
Something receives 2 healing from Dumbshit 2.
Dumbshit 2 misses Dumbshit 2.
Dumbshit 2 hits Something for 43 nature, 0 arcane, 18 fire (60 total damage).
Dumbshit 2 recovers sight.
Something hits Iceblock for 92 physical damage.
Melee retaliation hits Iceblock for 7 fire damage.
Something hits Iceblock for 93 physical damage.
Melee retaliation hits Iceblock for 5 fire damage.
Something hits Iceblock for 87 physical damage.
Melee retaliation hits Iceblock for 3 fire damage.
Waking Nightmare from Gydhevena the gigantic corrosive tunneler hits Dumbshit 2 for (9 to ice), 13 darkness (13 total damage).
Fire drake's devouring flames area effect hits Dumbshit 2 for (8 to ice), 12 fire (12 total damage).
Dumbshit 2 the level 20 cornac summoner was combusted to death by a fire drake on level 2 of Sandworm lair.















































































