Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Playable Naloren Race 1.6.7Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ashes of Urh'Rok 1.7.0Official 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Embers of Rage 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines 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: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Visible Cloud Caller 1.7.0Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. Items Vault 1.7.0Donators/Buyers bonus! Barbarian Evolution for Berserker 1.6.7Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Worm that Walks as Fast as You 1.7.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Automatic Talent Gambits 1.7.1Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Necro NegLife+ 1.7.2Makes a couple of tweaks to Necromancer to make it less prone to accumulating disproportionate amounts of positive life, thus helping its 0-life threshold gimmicks retain relevance: Blurred Mortality now converts half of your maximum life bonus from Constitution to negative death threshold, retroactively. This is a relatively minor change, but it will at least stop Constitution from giving a greater proportion of positive life to negative life per point at high levels. Lichform will convert half of the maximum life you gain from levelling up after transforming to negative death threshold (non-retroactively). Instead of drastically increasing the proportion of positive life to negative life to the point where the latter is practically dwarfed and never encountered outside of extreme situations, Lichform will now cause you to break perfectly even, and in most cases will in fact slow the rate at which you gain positive life. (Credit to GlassGo on the forums for suggesting this behaviour!) These tweaks will likely cause some level of disruption to Necromancer's power balancing, so any feedback given on the forums towards further polishing would be appreciated. Enjoy! Steel Monk Evolution for Brawler 1.7.0Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. Forbidden Cults 1.7.0Official 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 Adventure |
Sex | Male |
Race | Zilquish |
Class | Mind Knight |
Level / Exp | 10 / 58% |
Size | medium |
Lifes / Deaths | Killed by Gunsnake at level 10 on the 1st Dusk 122nd year of Ascendancy at 11:13 3 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 24 (base 10) |
Magic | 44 (base 29) |
Willpower | 60 (base 30) |
Cunning | 11 (base 10) |
Resources
Life | 411/411 |
Equilibrium | 0 |
Essence | 100/100 |
Healing Factor | 1.2172674059366 |
Regeneration | 7.3644678059166 |
Speed
Mental | +25% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
Offense: Mainhand
Damage | 66 |
Accuracy | 35 |
Crit Chance | 8% |
APR | 4 |
Speed | 0.80 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Temporal | +3% |
Blight | +3% |
Fire | +11% |
Nature | +40% |
Offense: Damage Penetration
Mind | +10% |
Temporal | +25% |
Defense: Base
Armour (hardiness) | 6 (38%) |
Defense | 1 |
Ranged Defense | 1 |
Fatigue | 3 |
Physical Save | 24 |
Spell Save | 42 |
Mental Save | 45 |
Defense: Resistances
Acid | + 18%( 74%) |
Blight | + 36%( 74%) |
Arcane | + 22%( 74%) |
Cold | + 23%( 74%) |
All | + 13%( 74%) |
Darkness | + 10%( 70%) |
Light | + 21%( 74%) |
Temporal | + 18%( 74%) |
Mind | + 29%( 80%) |
Fire | + 52%( 74%) |
Nature | + 35%( 74%) |
Defense: Immunities
Disarm Resistance | 0% |
Bleed Resistance | 50% |
Confusion Resistance | 30% |
Fear Resistance | 100% |
Poison Resistance | 70% |
Instadeath Resistance | 100% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 46 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 160 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 487% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Psionic / Astral Projections | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Mindstalking | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Psychic Attack | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Zilquish | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Flexible Combat Training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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. | 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 |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Lightschism (0 def, 5 armour) Lightschism (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Accuracy +5 (+3 eff.) defense ------ Armor +5 Fatigue +2% Resistance +9% light other ------- Infravision +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 | bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- 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 | Ebonywild the rough leather cap (0 def, 1 armour) Ebonywild the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Wil offense ------ Mind Crit +3% Damage +3% darkness Ignore resists +10% mind defense ------ Armor +1 Fatigue +1% other ------- Max psi +10.00 Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 31.4 Physical damage. If the attack hits, the target is confused (26% 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. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 Effective talent level: 1.2 Use mode: Activated Equilibrium cost: 4 Range: 10 Cooldown: 5 Travel Speed: 600% of base Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: Spit slime at your target doing 151.8 nature damage and slowing it down by 30% for 3 turns. The slime can bounce from foe to foe, hitting up to a total of 1 target(s). Additional targets must be within 6 tiles of each other and the slime loses 56.1% damage per bounce. The damage will increase with your Mindpower These gloves are coated with a thick, green liquid. |
Tool | Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | psionicist's steel ring of clarity psionicist's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil defense ------ Mind save +15 (+5 eff.) Confus Resist +21% Rings make your fingers look great! |
On fingers | psionicist's steel ring of fire (+22%) psionicist's steel ring of fire (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% fire defense ------ Resistance +22% fire Mind save +4 (+2 eff.) Rings make your fingers look great! |
Around waist | Gychik the rough leather belt Gychik the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats +3 Str +5 Mag defense ------ Resistance +6% acid +6% blight other ------- Infravision +2 A belt that goes around your waist. |
In main hand | Spellcrusher (139% power, 4 apr) Spellcrusher (139% power, 4 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Nature/Disrupt Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +4.0% Attack Speed 100% On-hit +20 nature +20 manaburn arcane On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con offense ------ Damage +25% nature defense ------ Resistance +10% arcane +10% blight Spell save +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Absorbed Mindstar | Khelurach (75% power, 12 apr, nature damage) Khelurach (75% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 0% Wil, 80% Mag, 0% Cun Damage Nature Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Mag +1 Con offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) defense ------ Mind save +3 (+1 eff.) Life +11.00 Life Regen +0.60 other ------- Hate-on-crit +3.00 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. |
Main armor | Neramina (0 def, 0 armour) Neramina (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +10% nature Ignore resists +25% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +8% blight +6% temporal +15% nature +9% all Life +44.00 Life Regen +2.20 Healmod +10% other ------- Mana/turn +0.13 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Lavaire (1 def, 0 armour) Lavaire (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Damage +3% blight +3% temporal defense ------ Defense +1 (+1 eff.) Resistance +3% blight +12% fire Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | insulating steel amulet of willpower (+2) insulating steel amulet of willpower (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +11% fire +12% cold Amulets make your neck look great! |
Inventory
Ce'Nathra the copper amulet =+4con= Ce'Nathra the copper amulet =+4con=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +4 Con offense ------ Damage +9% physical Accuracy +10 (+5 eff.) When Hit 6 physical Amulets make your neck look great! |
Pendant of the Deep Pendant of the Deep0.1 Encumbrance T1 amulet jewelry [Unique] Arcane While equipped: Stats +8 Wil +8 Mag offense ------ Damage +10% cold defense ------ Resistance +20% cold other ------- Mana/turn +0.50 On Spell Hit: 15% Ice Shards 1 Effective talent level: 1.0 Use mode: Activated Mana cost: 12.7 Range: 10 Cooldown: 3 Travel Speed: 800% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Hurl ice shards at the targets in the selected area. Each shard travels slowly and does 31.13 ice damage, hitting all adjacent targets on impact with 25% chance to freeze them. If the target resists being frozen, it instead get wet. If the target is wet the damage increases by 30% and the ice freeze chance increases to 50%. This spell will never hit the caster. The damage will increase with your Spellpower. The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
copper ring of fire (+20%) copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +20% fire Rings make your fingers look great! |
marksman's copper ring of nature (+22%) marksman's copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +11% nature Accuracy +4 (+2 eff.) defense ------ Resistance +22% nature Rings make your fingers look great! |
Kor's Fall (100% power, 0 apr, darkness element) Kor's Fall (100% power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +0 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+1 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 66.36 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (133). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
balanced iron mace of massacre (117% power, 2 apr) balanced iron mace of massacre (117% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Master Weapon Damage 117% Range: 1.0x-1.4x Uses 100% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+3 eff.) defense ------ Defense +5 (+5 eff.) Disarm Resist +21% Blunt and deadly. |
Beothel the iron waraxe (113% power, 2 apr) Beothel the iron waraxe (113% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 20% chance to reduce all saves and defense by 34 While equipped: defense ------ Poison Resist +10% Silence Resist +20% One-handed war axes. |
balanced iron waraxe (103% power, 2 apr) balanced iron waraxe (103% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Master Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+3 eff.) defense ------ Defense +5 (+5 eff.) Disarm Resist +20% One-handed war axes. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 0% Dex, 100% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +0.0% Attack Speed 100% Phasing +50% While equipped: offense ------ Accuracy +20 (+8 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
mossy mindstar (77% power, 12 apr, mind damage) mossy mindstar (77% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 77% Range: 1.0x-1.1x Uses 0% Wil, 80% Mag, 0% Cun Damage Mind Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of balance (75% power, 12 apr, nature damage) mossy mindstar of balance (75% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 0% Wil, 80% Mag, 0% Cun Damage Nature Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) defense ------ Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) other ------- Equi when Hit +0.80 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. |
ancient linen robe of power (0 def, 0 armour) ancient linen robe of power (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag offense ------ Spellpower +11 (+1 eff.) Damage +6% temporal +6% physical +6% all Ignore resists +5% temporal +6% physical defense ------ Resistance +7% all Anomaly Control +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Muckwind Muckwind1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Critical power +5.00% Physical Power +2 (+1 eff.) Damage +3% nature Ignore resists +15% arcane defense ------ Resistance +5% arcane Spell save +6 (+2 eff.) other ------- Max psi +10.00 Size +1 A belt that goes around your waist. |
Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of iron boots 'Zubylaith' (0 def, 3 armour) pair of iron boots 'Zubylaith' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Str offense ------ Ignore Armor +1 On-Hit (Melee): * 10% chance to reduce armor by 18% defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal Mind save +6 (+2 eff.) Disarm Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand hardened leather gloves of strength (+2) (0 def, 7 armour) sand hardened leather gloves of strength (+2) (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 5 physical Damage +3% physical defense ------ Armor +7 Unarmed combat: Weapon Damage 121% Range: 1.0x-1.1x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +5 physical On-crit, radius 2 +7 physical On Hit: 10% Sand Breath 3 Effective talent level: 3.0 Use mode: Activated Equilibrium cost: 20 Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 7. Any target caught in the area will take 46.44 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
citrine citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +1 Infravision +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Antimage-mage the Zilquish Mind Knight level 10
9th Mirth 122nd year of Ascendancy at 07:21 see stats
By Antimage-mage the Zilquish Mind Knight level 8
7th Mirth 122nd year of Ascendancy at 19:57 see stats
Log
Talent Dig is ready to use.
Antimage-mage misses Something.
Evasive Shots fires a retaliatory shot at Antimage-mage!
Antimage-mage misses Something.
Gunsnake's Evasive Shots misses Antimage-mage.
Gunsnake's Evasive Shots misses Antimage-mage.
Gunsnake's Shoot hits Antimage-mage for 44 physical damage.
Gunsnake's Shoot hits Antimage-mage for 40 physical damage.
Gunsnake's Shoot hits Antimage-mage for 44 physical damage.
Gunsnake's Shoot hits Antimage-mage for 52 physical damage.
Antimage-mage picks up (e.): Kor's Fall (100% power, 0 apr, darkness element).
Lore found: Kor's Fall
You can read all your collected lore in the game menu, by pressing Escape.
Gunsnake misses his shot.
Antimage-mage is no longer attuned.
Talent Psychic Burst is ready to use.
Gunsnake's Shoot hits Antimage-mage for 117 physical damage.
Gunsnake's Shoot hits Antimage-mage for 52 physical damage.
Antimage-mage the level 10 zilquish mind knight was ground to death by Gunsnake on level 1 of Ruins of Kor'Pul.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Gunsnake's Shoot killed Antimage-mage!
Saving game...
Saving done.