










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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: 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 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 1.7.2Quality 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. 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 31 / 86% |
| Size | small |
| Lifes / Deaths | Killed by Veloganor the large brown snake at level 20 on the 24th Regrowth 123rd year of Ascendancy at 15:51 / 2Killed by Cyrida the squid at level 31 on the 32nd Regrowth 124th year of Ascendancy at 17:21 |
| Antimagic | Follower |
Primary Stats
| Strength | 31 (base 20) |
| Dexterity | 20 (base 10) |
| Constitution | 21 (base 11) |
| Magic | 14 (base 10) |
| Willpower | 88 (base 60) |
| Cunning | 77 (base 58) |
Resources
| Life | -207/499 |
| Equilibrium | 30 |
| Psi | 46/456 |
| Healing Factor | 1.344804467222 |
| Regeneration | 8.4050279201375 |
Speed
| Mental | 0% |
| Attack | -1.9984014443253E-12% |
| Movement | 0% |
| Spell | 0% |
| Global | +130.00527732609% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 27 |
| Crit Chance | 28% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 27 |
| Crit Chance | 31% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 22.5 (43.579428603723%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 13 |
| Physical Save | 39.5 |
| Spell Save | 40.5 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Mind | + 17%( 70%) |
| Cold | + 26%( 70%) |
| Blight | + 11%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 20%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Confusion Resistance | 69% |
| Disarm Resistance | 24% |
| Silence Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 664% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 216 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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 359 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Distortion | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Cyrotira' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +10 (+4 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +6% physical +9% fire +12% mind +9% cold Max.HP +40.00 ---------- misc Stam/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- 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. |
| On head | Arotira the Winterqueen (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +6% fire +5% cold Max.HP +40.00 Heal.mod +5% Silence- +10% A pointy cloth hat, very wizardly... |
| On hands | heroic dwarven-steel gauntlets of strength (+3) (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +14 (+5 eff.) ----- def ----- Armour +6 Fatigue +3% Mind.save +8 (+2 eff.) Max.HP +57.00 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 | innervating yew totem of healing [power 242] (11/15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 cooldown 100% to reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of life0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +44.00 HP.reg +6.00 Heal.mod +10% Rings make your fingers look great! |
| On fingers | rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +6 Cun ----- def ----- Defense +12 (+6 eff.) Max.HP +26.00 Disarm- +24% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
| Around neck | steel amulet 'Arthylatharach'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +10% mind ----- def ----- Resists +9% physical Phys.save +9 (+1 eff.) Die.at -80.00 life Heal.mod +10% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
| In main hand | iron mace 'Prismsnake' (18-26 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +4 Str +8 Con dps ---------- Res.pen +5% light Melee Ret 4 light Blunt and deadly. |
| Around waist | balancing rough leather belt of resilience1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +6% ----- def ----- Max.HP +34.00 A belt that goes around your waist. |
| In off hand | enhanced iron dagger of massacre (15-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Nature/Master Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +4 Str +3 Dex +4 Mag +4 Wil +3 Cun +4 Con Sharp, short and deadly. |
| Cloak | murderer's linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +20 (+10 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Max.HP +47.00 ---------- misc Max.stam +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 19%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
gladiator's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 114% 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! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 18.87 cold and 18.87 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
truestriking iron dagger of enduring (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Nature/Master Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +6 Con +6 Wil dps ---------- Res.pen +5% physical Acc +6 (+3 eff.) Apr +6 ----- def ----- Max.HP +21.00 Sharp, short and deadly. |
thorny mindstar 'Huriharandil' (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit.r2 +20 blight On Hit: * 20% chance to reduce armor by 18% While equipped: Stats +2 Mag +6 Wil dps ---------- Mind.crit +3% Spell.pwr +10 (+8 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +5% nature Res.pen +15% arcane ----- def ----- Resists +4% blight Disease- +18% ---------- misc Mana/s.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. |
dreamer's cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +10% blight +13% darkness +12% mind +11% all Phys.save +13 (+2 eff.) Spell.save +14 (+2 eff.) Mind.save +20 (+6 eff.) Max.HP +46.00 HP.reg +2.20 Heal.mod +10% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zuboreth the Smolderbloom (12 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +5 Str +5 Dex +4 Cun dps ---------- Dmg.mod +9% fire ----- def ----- Armour +4 Defense +12 (+6 eff.) Fatigue +7% Resists +6% darkness +9% cold Phys.save +8 (+1 eff.) Spell.save +6 (+1 eff.) ---------- misc Infravis +3 See.Invis +9 A suit of armour made of leather. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 33.32 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Chorand the pair of rough leather boots (20 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Mag +2 Wil +4 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +5 Defense +20 (+10 eff.) ---------- misc Stam/turn +3.40 Max.stam +11.00 A pair of boots made of leather. |
werebeast's hardened leather cap of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +10 Str +7 Dex +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 74.0 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)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. |
steel torque of psionic shield [power 49] (11/25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Tom Bombadil the Yeek Solipsist level 18
3rd Regrowth 123rd year of Ascendancy at 19:45 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tom Bombadil the Yeek Solipsist level 18
73rd Haze 122nd year of Ascendancy at 07:39 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Tom Bombadil the Yeek Solipsist level 20
23rd Regrowth 123rd year of Ascendancy at 13:21 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tom Bombadil the Yeek Solipsist level 29
37th Haze 123rd year of Ascendancy at 07:33 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Tom Bombadil the Yeek Solipsist level 31
17th Regrowth 124th year of Ascendancy at 08:18 see stats
Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Tom Bombadil the Yeek Solipsist level 30
57th Haze 123rd year of Ascendancy at 15:31 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Tom Bombadil the Yeek Solipsist level 10
19th Haze 122nd year of Ascendancy at 00:16 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Tom Bombadil the Yeek Solipsist level 20
22nd Regrowth 123rd year of Ascendancy at 10:19 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Tom Bombadil the Yeek Solipsist level 30
54th Haze 123rd year of Ascendancy at 01:54 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Tom Bombadil the Yeek Solipsist level 25
41st Dusk 123rd year of Ascendancy at 19:41 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Tom Bombadil the Yeek Solipsist level 31
32nd Regrowth 124th year of Ascendancy at 17:12 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Tom Bombadil the Yeek Solipsist level 11
21st Haze 122nd year of Ascendancy at 01:07 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tom Bombadil the Yeek Solipsist level 27
72nd Dusk 123rd year of Ascendancy at 06:41 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Tom Bombadil the Yeek Solipsist level 14
31st Haze 122nd year of Ascendancy at 02:13 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Tom Bombadil the Yeek Solipsist level 30
57th Haze 123rd year of Ascendancy at 14:12 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tom Bombadil the Yeek Solipsist level 20
23rd Regrowth 123rd year of Ascendancy at 01:15 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Tom Bombadil the Yeek Solipsist level 20
24th Regrowth 123rd year of Ascendancy at 15:51 see stats
Log
Talent Infusion: Regeneration is ready to use.
Tom Bombadil converts some damage to Psi!
Bleeding from Cyrida the squid hits Tom Bombadil for 31 to psi, 49 physical (80 total damage).
Tom Bombadil receives 5 healing (5 psi heal).
Cyrida the squid misses Tom Bombadil.
Cyrida the squid performs a melee critical strike against Tom Bombadil!
Tom Bombadil attunes to the damage.
Tom Bombadil converts some damage to Psi!
Melee retaliation hits Cyrida the squid for 2 light damage.
Cyrida the squid hits Tom Bombadil for 36 to psi, 57 physical, (30 antimagic), 0 fire (93 total damage).
Talent Infusion: Movement is ready to use.
Tom Bombadil converts some damage to Psi!
Bleeding from Cyrida the squid hits Tom Bombadil for 18 to psi, 29 physical (47 total damage).
Tom Bombadil receives 5 healing (5 psi heal).
Tom Bombadil uses Infusion: Movement.
Tom Bombadil is moving at extreme speed!
There is a previous level here (press '' or right click to use).
There is a next level here (press '' or right click to use).
Resting starts...
Infusion: Healing is still on cooldown for 6 turns.
Rested for 1 turns (stop reason: taken damage).
Tom Bombadil is not stunned anymore.
Talent Ravage is ready to use.
Talent Mana Clash is ready to use.
Tom Bombadil converts some damage to Psi!
Bleeding from Cyrida the squid hits Tom Bombadil for 18 to psi, 29 physical (47 total damage).
Tom Bombadil the level 31 yeek solipsist was bled to death by Cyrida the squid on level 1 of Lake of Nur.
























































































