











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
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:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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! 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. 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 | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Summoner |
| Level / Exp | 21 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Velovea the hornet swarm at level 21 on the 7th Regrowth 123rd year of Ascendancy at 16:27 / 1 |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 24 (base 11) |
| Constitution | 19 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 61 (base 50) |
| Cunning | 50 (base 41) |
Resources
| Life | -425/492 |
| Equilibrium | 18 |
| Healing Factor | 1.3091723257556 |
| Regeneration | 1.2437137094678 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 10 |
| See Stealth | 33.595095619122 |
| See Invisible | 33.595095619122 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 37 |
| Crit Chance | 16% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 37 |
| Crit Chance | 16% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +9% |
| Temporal | +18% |
| Nature | +5% |
| Physical | +6% |
| Lightning | +27% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| All | 0% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 20 (35.65183292883%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 5 |
| Physical Save | 23 |
| Spell Save | 24 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 27%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 16%( 70%) |
| Lightning | + 52%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Pinning Resistance | 26% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
| Stun Resistance | 30% |
| Disarm Resistance | 24% |
| Poison Resistance | 53% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| 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 167 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| 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 164 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 550% 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 Cunning stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you gained knowledge of tinker technology. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed chunk of ghoul flesh. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed minotaur nose. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within5 lumberjacks have died. | 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 iron boots 'Lustreglamour' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +1 Wil +1 Cun dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +9% light ----- def ----- Armour +5 Fatigue +2% Resists +3% light ---------- misc Infravis +3 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 +40.00 ---------- 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 | iron helm 'Glima' (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +6% blight Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Die.at -60.00 life Heal.mod +5% Poison- +20% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | Koragas the ash totem of summon tentacle [power 145] (12/22 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Resists +3% blight Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 311 Base Damage: 154 Armor: 0 All Resist: 10 Puts all charms on 22 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Strikequeller the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% lightning Res.pen +20% nature ----- def ----- Resists +6% blight +7% nature +3% lightning Max.HP +23.00 Poison- +13% Disease- +10% Disarm- +24% Pinning- +26% Knockbk- +20% Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +16% acid +15% fire +16% lightning +18% cold Stun/Frz- +30% Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Chillstreak (93% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +4 cold On Hit.r1 +8 cold While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +15% temporal ----- def ----- Resists +9% temporal +3% darkness +3% cold Heal.mod +18% Heal/summ +21 ---------- 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. |
| Around waist | Nimbusseam the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% Spell.pwr +2 (+1 eff.) Dmg.mod +3% lightning ----- def ----- Mind.save +6 (+3 eff.) Die.at -60.00 life Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
| In off hand | Lisilena (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 75% 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% On Hit: * 10% chance to reduce all saves and defense by 30 While equipped: dps ---------- Mind.crit +1% Phys.pwr +10 (+3 eff.) Mind.pwr +2 (+0 eff.) ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +3% physical Max.HP +13.00 HP.reg +0.70 ---------- 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. |
| Cloak | Shimmerwasp the cashmere cloak (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% lightning Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Defense +10 (+3 eff.) Resists +3% acid +9% lightning Phys.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glann (16 def, 6 armour)9.0 T3 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +10 Dex +4 Mag +5 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +3% temporal +6% physical Res.pen +15% physical ----- def ----- Armour +6 Defense +16 (+5 eff.) Fatigue +8% Resists +20% lightning +2% physical Max.HP +35.00 A suit of armour made of leather. |
Inventory
wild infusion of the duelist (res 21%; mental; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% lightning Stun/Frz- +24% Amulets make your neck look great! |
steel amulet 'Infernonight'0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Lck +2 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +12% arcane Acc +7 (+4 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +10% light +3% fire +10% darkness +5% arcane Mind.save +7 (+3 eff.) Unseen.red 12% Blind- +22% Confus- +11% Amulets make your neck look great! |
marksman's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +7 (+2 eff.) Acc +6 (+3 eff.) Rings make your fingers look great! |
mule's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +20.00 Disarm- +20% Pinning- +21% Knockbk- +22% ---------- misc Max.enc +20 Rings make your fingers look great! |
warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
Brodotodil (146% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Arcane/Master Power 146% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 arcane On Crit.r2 +4 blight On Hit: * Create an explosion dealing 27 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +9% fire Res.pen +15% fire Melee Ret 4 arcane ----- def ----- Resists +3% blight Sharp, short and deadly. |
Moon (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Darkness Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Mardoharadar (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 75% 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% On Hit.r1 +4 mind While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+0 eff.) Dmg.mod +6% mind ----- def ----- Resists +6% cold +5% arcane +9% temporal Heal.mod +11% Heal/summ +16 ---------- 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. |
iron waraxe 'Isleda' (119% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +4 physical While equipped: Stats +2 Dex dps ---------- Phys.crit +5.0% Res.pen +6% physical Acc +6 (+3 eff.) Apr +6 One-handed war axes. |
Quenchquake1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +3 Dex dps ---------- Res.pen +5% cold Melee Ret 8 cold ----- def ----- Resists +5% lightning +6% temporal +1% physical A belt that goes around your waist. |
Shiverthorn1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +7 Lck dps ---------- Dmg.mod +3% cold Res.pen +20% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% cold +9% nature +3% darkness Stealth +8 ---------- misc T.Disarm +13 Infravis +5 A belt that goes around your waist. |
rough leather belt 'Adyriata'1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +6% temporal +6% fire +3% mind +6% cold Die.at -60.00 life A belt that goes around your waist. |
Bilegrit (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Res.pen +10% nature On Hit (Melee): * 10% chance to slow global speed by 58% * 10% chance to reduce armor by 21% ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eremygrim (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) ----- def ----- Resists +6% lightning +11% all Spell.save +20 (+10 eff.) Max.HP +100.00 Confus- +20% ---------- misc See.Invis +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Khelodubers' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +3 Dex ----- def ----- Armour +1 Resists +12% darkness +3% blight +6% fire +6% cold +3% light A pair of boots made of leather. |
Lustrespike (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +9 Con dps ---------- Melee+ 6 fire Dmg.mod +9% light +4% fire Acc +5 (+3 eff.) Apr +1 ----- def ----- Armour +1 Fatigue +1% Resists +1% physical +6% fire 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. |
Mayutha (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +2 Mag +7 Con dps ---------- Res.pen +10% blight ----- def ----- Armour +1 Fatigue +1% Resists +3% blight A cap made of leather. |
linen wizard hat 'Emelossra' (16 def, 2 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Dmg.mod +11% light Apr +2 ----- def ----- Armour +2 Defense +16 (+5 eff.) Resists +16% light A pointy cloth hat, very wizardly... |
Boggrind the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Nature/Master While equipped: Stats +1 Str +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Acc +20 (+10 eff.) Melee Ret 2 nature ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% lightning +18% fire Max.HP +44.00 HP.reg +6.00 Heal.mod +13% A suit of armour made of mail. |
Branirab (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +3% acid Melee Ret 4 acid 4 blight ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +31.00 HP.reg +4.10 Heal.mod +11% A suit of armour made of leather. |
Carrioncrack the cured leather armour (26 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: Stats +1 Dex +1 Con dps ---------- Phys.crit +2.0% Dmg.mod +15% nature +6% physical ----- def ----- Armour +4 Defense +26 (+9 eff.) Fatigue +7% Max.HP +40.00 HP.reg +6.40 Heal.mod +12% A suit of armour made of leather. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 22 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 69.39 to 208.17 lightning damage (138.78 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
291 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 12/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
8 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. |
Ulfaradir2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +4 Wil dps ---------- Phys.crit +1.0% Crit.mult +10.00% Dmg.mod +6% mind +9% acid ----- def ----- Resists +3% acid ---------- 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 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 12 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 68 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
powerful iron torque of gale force [power 105] (12/13 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 111 physical damage Puts all charms on 13 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
powerful elm wand of shielding [power 110] (12/17 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage 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. |
6 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. |
7 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 @everyone the Thalore Summoner level 10
17th Dusk 122nd year of Ascendancy at 14:14 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By @everyone the Thalore Summoner level 10
5th Mirth 122nd year of Ascendancy at 07:25 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By @everyone the Thalore Summoner level 20
56th Haze 122nd year of Ascendancy at 17:34 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By @everyone the Thalore Summoner level 18
1st Time of Equilibrium 122nd year of Ascendancy at 11:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By @everyone the Thalore Summoner level 10
5th Mirth 122nd year of Ascendancy at 07:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By @everyone the Thalore Summoner level 10
1st Summertide 122nd year of Ascendancy at 22:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By @everyone the Thalore Summoner level 16
48th Dusk 122nd year of Ascendancy at 04:52 see stats
Log
Melee retaliation hits Velovea the hornet swarm for 1 acid, 1 lightning (2 total damage).
@everyone is confused and fails to use Infusion: Regeneration.
@everyone is not dazed anymore.
@everyone is dazed!
3-headed hydra is confused and fails to use Attack.
Velovea the hornet swarm hits @everyone for 91 physical damage.
Melee retaliation hits Velovea the hornet swarm for 1 acid, 1 lightning (2 total damage).
Talent Infusion: Healing is ready to use.
Talent Stone Golem is ready to use.
Chitinous spider hits Velovea the hornet swarm for 8 nature damage.
Velovea the hornet swarm uses Death Dance.
Chitinous spider is dazed!
Chitinous spider starts to bleed.
Velovea the hornet swarm performs a melee critical strike against Giant spider!
Velovea the hornet swarm performs a melee critical strike against @everyone!
@everyone is not dazed anymore.
@everyone starts to bleed.
3-headed hydra is dazed!
3-headed hydra starts to bleed.
Velovea the hornet swarm misses Minotaur.
Ritch flamespitter is dazed!
Ritch flamespitter starts to bleed.
Velovea the hornet swarm hits Ritch flamespitter for 196 physical damage.
Velovea the hornet swarm hits Chitinous spider for 177 physical damage.
Velovea the hornet swarm hits @everyone for 325 physical damage.
Velovea the hornet swarm hits Giant spider for 341 physical damage.
Velovea the hornet swarm hits 3-headed hydra for 202 physical damage.
Melee retaliation hits Velovea the hornet swarm for 1 acid, 1 lightning (2 total damage).
@everyone the level 21 thalore summoner was smashed to death by Velovea the hornet swarm on level 2 of Old Forest.





























































































