











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Restart as Random 1.6.0Based on a request from YokuPlays. Adds an option to the death menu to allow for instantaneous restarts as a random character, as though you had gone through the birth screen and mashed the Random button. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. 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:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Doomed |
| Level / Exp | 21 / 21% |
| Size | small |
| Lifes / Deaths | Killed by Ce'Niyanne the mean looking elven guard at level 12 on the 2nd Dusk 122nd year of Ascendancy at 01:11 0 / 5Killed by Ce'Naramina the elven warrior at level 12 on the 2nd Dusk 122nd year of Ascendancy at 03:56 Killed by Nerumina the cutpurse at level 21 on the 32nd Dusk 122nd year of Ascendancy at 04:38 Killed by Nerumina the cutpurse at level 21 on the 32nd Dusk 122nd year of Ascendancy at 05:33 Killed by Silunn the cutpurse at level 21 on the 38th Dusk 122nd year of Ascendancy at 11:47 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 79 (base 48) |
| Cunning | 69 (base 47) |
Resources
| Life | 402/402 |
| Hate | 100/100 |
| Healing Factor | 0.78633456641084 |
| Regeneration | 2.1624200576298 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 44 |
| Crit Chance | 25% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 44 |
| Crit Chance | 25% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +10% |
| Mind | +3% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Acid | +25% |
| Darkness | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 3 |
| Physical Save | 21 |
| Spell Save | 26 |
| Mental Save | 48 |
Defense: Resistances
| Blight | + 15%( 70%) |
| Arcane | + 4%( 70%) |
| Mind | 0%( 70%) |
| All | 0%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 16%( 70%) |
| Fire | + 10%( 70%) |
| Darkness | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 38% |
| Confusion Resistance | 100% |
| Fear Resistance | 18% |
| Blind Resistance | 61% |
| Disarm Resistance | 29% |
| Pinning Resistance | 27% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 84% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 637% 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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 lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' | 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 within | active |
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 | Isuma (Shrouds) (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil +5 Cun +1 Con offense ------ Critical power +5.00% Damage +3% mind defense ------ Armor +3 Fatigue +2% Physical save +12 (+6 eff.) Mind save +12 (+4 eff.) Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Mayorilaith'1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Mind Crit +2% Critical power +12.00% Physical Power +6 (+6 eff.) Damage +12% acid When Hit 4 mind On-Hit (Melee): * 20% chance to reduce armor by 12% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (Misfortune) (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 Curse of Misfortune A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Flamewrought (Madness) (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 64.29 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | extending yew totem of healing [power 242] (14/15 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | titan's steel ring of clarity (Shrouds)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Mind save +6 (+2 eff.) Confus Resist +20% Curse of Shrouds Rings make your fingers look great! |
| On fingers | Sootclamor the gold ring (Misfortune)0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% acid Ignore resists +10% darkness +25% acid On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Resistance +3% darkness Life +23.00 Disarm Resist +29% Pinning Resist +27% Knockbk Resist +26% Curse of Misfortune Rings make your fingers look great! |
| Around neck | Bogroar the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +10% nature When Hit 8 nature defense ------ Resistance +15% blight +15% lightning +18% darkness +13% light Blind Resist +31% Amulets make your neck look great! |
| In main hand | manaburning thorny mindstar of clarity (Shrouds) (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Disrupt/Psionic Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On Hit: * 12 arcane resource burn While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) defense ------ Resistance +4% arcane Mind save +2 (+1 eff.) other ------- Max psi +18.00 Talents +1 Attune Mindstar Curse of Shrouds 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 | Mighty Girdle (Nightmares)1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 Curse of Nightmares This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | wrathful vined mindstar of life (Nightmares) (4-5 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +4 (+1 eff.) defense ------ Life +10.00 Life Regen +0.50 other ------- Hate-on-crit +1.00 Psi-on-crit +2.00 Talents +1 Attune Mindstar Curse of Nightmares 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 | Eilinetira the Shockgash (Misfortune) (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Con offense ------ Ignore resists +10% lightning defense ------ Defense +2 (+2 eff.) Resistance +6% darkness +12% light Life +20.00 Stun Resist +20% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Mayina (Shrouds) (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Cun +5 Wil defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +16% temporal Mind save +10 (+4 eff.) Life +21.00 Life Regen +2.00 Healmod +12% other ------- Equi when Hit +0.08 Psi when Hit +0.04 Curse of Shrouds A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 185; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 637%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 637% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 32%; mental; dur 2; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 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 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the sneak (damage 219; dur 4; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 218.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Hellsbolt the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil offense ------ Damage +3% blight +3% physical +3% fire Ignore resists +5% arcane Ignore Armor +3 defense ------ Resistance +11% lightning Stun Resist +22% other ------- Mana-on-crit +2.00 Amulets make your neck look great! |
clarifying steel amulet of strength (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +11% mind Confus Resist +21% Amulets make your neck look great! |
copper ring of tenacity (Madness)0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +20% Pinning Resist +23% Knockbk Resist +20% Curse of Madness Rings make your fingers look great! |
warrior's steel ring of sensing (Corpses)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str defense ------ Armor +4 Blind Resist +20% other ------- Infravision +4 See Stealth +5 See Invis +7 Curse of Corpses Rings make your fingers look great! |
Kinetic Focus (Corpses) (6-7 power, 18 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+3 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Curse of Corpses Kinetic energies are focussed in the core of this mindstar. |
Serpent's Glare (Misfortune) (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Curse of Misfortune Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 91.55 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
creative vined mindstar of life (Misfortune) (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +6.00% Mindpower +4 (+1 eff.) defense ------ Life +15.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar Curse of Misfortune 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. |
rough leather belt 'Xanetta' (Nightmares)1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +1 Con offense ------ Critical power +10.00% defense ------ Armor +6 Defense +5 (+5 eff.) Resistance +6% lightning +6% temporal Curse of Nightmares A belt that goes around your waist. |
resilient linen cloak of Iron Throne (Misfortune) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con defense ------ Defense +1 (+1 eff.) Life +31.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's woollen robe (Nightmares) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +10% darkness +12% mind +9% all Physical save +10 (+5 eff.) Spell save +11 (+5 eff.) Mind save +20 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spinal Cage (Misfortune) (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+5 eff.) Fatigue +3% Resistance +15% physical Curse of Misfortune Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 11.78 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Velosemina the Kindledare (Misfortune) (12 def, 8 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Random Unique] Master/Psionic While equipped: Stats +3 Cun offense ------ Physical Crit +3.0% Critical power +11.00% Physical Power +6 (+6 eff.) Damage +6% light When Hit 2 light defense ------ Armor +8 Defense +12 (+12 eff.) Fatigue +7% Resistance +5% mind +6% light Mind save +22 (+8 eff.) Curse of Misfortune A suit of armour made of leather. |
6 agate0.0 Encumbrance 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. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dimglean the dwarven-steel pickaxe (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +6 Str +6 Dex +6 Wil offense ------ Ignore resists +10% darkness defense ------ Armor +3 Defense +6 (+6 eff.) Resistance +5% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 41.92 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 41.92 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(134 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +42.00 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. |
Miniature R2D2 Miniature R2D21.0 Encumbrance T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
evasive iron torque of mindblast [power 100] (14/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 103 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 170] (14/15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Moon Rover the Yeek Doomed level 10
10th Mirth 122nd year of Ascendancy at 09:52 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Moon Rover the Yeek Doomed level 20
24th Dusk 122nd year of Ascendancy at 10:28 see stats
May the 4th be with you!
.By Moon Rover the Yeek Doomed level 19
23rd Dusk 122nd year of Ascendancy at 21:25 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Moon Rover the Yeek Doomed level 21
27th Dusk 122nd year of Ascendancy at 02:51 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Moon Rover the Yeek Doomed level 7
5th Mirth 122nd year of Ascendancy at 16:51 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Moon Rover the Yeek Doomed level 15
12nd Dusk 122nd year of Ascendancy at 15:42 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Moon Rover the Yeek Doomed level 18
22nd Dusk 122nd year of Ascendancy at 16:53 see stats
Log
Thunderstorm hits Shadow for 0 lightning, 0 lightning, 0 lightning, 0 lightning (0 total damage).
Thunderstorm hits Shadow for 0 lightning, 0 lightning, 0 lightning, 0 lightning (0 total damage).
Thunderstorm hits Shadow for 0 lightning, 0 lightning, 0 lightning, 0 lightning (0 total damage).
Thunderstorm hits Moon Rover for (14 deflected), 15 lightning, (21 deflected), 25 lightning, 43 lightning, 38 lightning (120 total damage).
Hateful Whisper from Moon Rover hits Silunn the cutpurse for 65 mind damage.
Agony from Moon Rover hits Nerumina the cutpurse for (3 absorbed), 0 mind (0 total damage).
Silunn the cutpurse uses Flying Grapple.
Nerumina the cutpurse casts Flame.
Moon Rover is not dazed anymore.
You have deflected 19 incoming damage!
Moon Rover harrows Nerumina the cutpurse!
Moon Rover is on fire!
Curse of Nightmares hits Nerumina the cutpurse for (32 absorbed), 0 mind, (32 absorbed), 0 darkness (0 total damage).
Nerumina the cutpurse hits Shadow for 0 fire damage.
Nerumina the cutpurse hits Moon Rover for (19 deflected), 122 fire (122 total damage).
A flying grapple pull shadow into Moon Rover!
A flying grapple pull shadow into Moon Rover!
A flying grapple pull shadow into Moon Rover!
Flying Grapple hits Shadow for 0 physical damage.
Flying Grapple hits Shadow for 0 physical damage.
Flying Grapple hits Shadow for 0 physical damage.
Flying Grapple hits Moon Rover for 70 physical, 70 physical, 70 physical (211 total damage).
Moon Rover the level 21 yeek doomed was punctured to death by Silunn the cutpurse on level 1 of The Maze.
--------------------------------
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Flying Grapple killed Moon Rover!
Saving game...
Saving done.






























































































