Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Tinker vs. Tinker 1.7.0Enemies can only spawn as steamclasses if you have tinkers yourself. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Race: Tinkerer 1.7.4Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- 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:
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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. 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. Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: 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.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 7 / 37% |
Size | huge |
Lifes / Deaths | Killed by thought-forged bowman at level 7 on the 2nd Haze 122nd year of Ascendancy at 21:18 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 28 (base 25) |
Dexterity | 12 (base 10) |
Constitution | 12 (base 10) |
Magic | 8 (base 10) |
Willpower | 25 (base 25) |
Cunning | 10 (base 10) |
Resources
Life | -6/227 |
Hate | 98/100 |
Healing Factor | 0.99164538657815 |
Regeneration | 2.3303666584586 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 41 |
Accuracy | 35 |
Crit Chance | 2% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 12 |
Accuracy | 41 |
Crit Chance | 7% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Acid | +9% |
Darkness | +12% |
Nature | +10% |
Offense: Damage Penetration
Cold | +10% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 22.08934837382 (81.151787968034%) |
Defense | 1 |
Ranged Defense | 1 |
Fatigue | 19 |
Physical Save | 20 |
Spell Save | 17 |
Mental Save | 12 |
Defense: Resistances
Acid | + 16%( 70%) |
Nature | + 10%( 70%) |
Darkness | + 3%( 70%) |
Lightning | + 9%( 70%) |
Fire | + 18%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Poison Resistance | 50% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | [vs. Smolderlore the pair of iron boots (0 def, 3 armour) (On feet)] Smolderlore the pair of iron boots (0 def, 3 armour)Smolderlore the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: -3% (-) Changes resistances: +9%(-) fire Changes resistances penetration: +5%(-) acid / +10%(-) cold Changes damage: +9%(-) acid Maximum encumbrance: +21 (-) Physical save: +7 (+6 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | [vs. rough leather gloves of dexterity (+3) (0 def, 1 armour) (On hands)] rough leather gloves of dexterity (+3) (0 def, 1 armour)rough leather gloves of dexterity (+3) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) (-) Armour: +1 (-) Changes stats: +3(-) Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | [vs. cleansing iron torque of mindblast [power 105] (15 cooldown) (Tool)] cleansing iron torque of mindblast [power 105] (15 cooldown)cleansing iron torque of mindblast [power 105] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Around neck | [vs. Withering Orbs (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+3 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | [vs. iron longsword 'Stormviper' (Corpses) (18-26 power, 2 apr) (In main hand)] iron longsword 'Stormviper' (Corpses) (18-26 power, 2 apr)iron longsword 'Stormviper' (Corpses) (18-26 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) Damage (Melee): +16(-) lightning When wielded/worn: Changes resistances: +9%(-) lightning Changes damage: +3%(-) lightning Curse of Corpses Sharp, long, and deadly. |
Main armor | [vs. rejuvenating iron plate armour of acid resistance (0 def, 7 armour) (Main armor)] rejuvenating iron plate armour of acid resistance (0 def, 7 armour)rejuvenating iron plate armour of acid resistance (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-) Fatigue: +22% (-) Changes resistances: +16%(-) acid Life regen: +2.10 (-) Stamina each turn: +0.50 (-) A suit of armour made of metal plates. |
In off hand | [vs. iron longsword 'Stormviper' (Corpses) (18-26 power, 2 apr) (In main hand, 1 of 2)] Serpent's Glare (Corpses) (7-8 power, 15 apr, nature damage)Serpent's Glare (Corpses) (7-8 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7(-11.5 - -18.2) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 (+13) Crit. chance: +7.0% (+4.5%) Attack speed: 100% (-) Damage (Melee): +0(-16) lightning Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature / +0%(-9%) lightning Changes damage: +10% nature / +0%(-3%) lightning Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Corpses It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 153.87 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
Light source | [vs. brass lantern (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Around waist | [vs. Darkfist (Around waist)] DarkfistDarkfist Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) (-) Changes resistances: +3%(-) darkness / +9%(-) fire Changes damage: +12%(-) darkness Spell save: +6 (+6 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
Inventory
[vs. Withering Orbs (Around neck)] copper amulet of constitution (+2)copper amulet of constitution (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +2 Con Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets make your neck look great! |
[vs. iron longsword 'Stormviper' (Corpses) (18-26 power, 2 apr) (In main hand)] elm magestaff (Madness) (10-12 power, 2 apr, arcane element)This item will automatically be transmogrified when you leave the level. elm magestaff (Madness) (10-12 power, 2 apr, arcane element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-8.5 - -13.9) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) Damage (Melee): +0(-16) lightning When wielded/worn: Changes resistances: +0%(-9%) lightning Changes damage: +10% arcane / +0%(-3%) lightning Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
[vs. iron longsword 'Stormviper' (Corpses) (18-26 power, 2 apr) (In main hand)] iron battleaxe (Nightmares) (14-21 power, 1 apr)iron battleaxe (Nightmares) (14-21 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0(-4.5 - -4.9) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-1) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) Damage (Melee): +0(-16) lightning When wielded/worn: Changes resistances: +0%(-9%) lightning Changes damage: +0%(-3%) lightning Curse of Nightmares Massive two-handed battleaxes. |
[vs. iron longsword 'Stormviper' (Corpses) (18-26 power, 2 apr) (In main hand)] iron greatmaul of persecution (Misfortune) (19-28 power, 1 apr)This item will automatically be transmogrified when you leave the level. iron greatmaul of persecution (Misfortune) (19-28 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5(+0.5 - +2.6) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-1) Crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) Damage (Melee): +0(-16) lightning Damage against: +12% Unnatural When wielded/worn: Changes stats: +2 Wil Changes resistances: +0%(-9%) lightning Changes damage: +0%(-3%) lightning Curse of Misfortune Massive two-handed mauls. |
[vs. iron longsword 'Stormviper' (Corpses) (18-26 power, 2 apr) (In main hand, 1 of 2)] thought-forged iron dagger of projection (Corpses) (10-12 power, 5 apr)thought-forged iron dagger of projection (Corpses) (10-12 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3(-9.0 - -13.5) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (+3) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) On weapon hit: * 11% chance to reduce all saves and defense by 20 + Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +0(-16) lightning / +7 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances: +0%(-9%) lightning Changes damage: +0%(-3%) lightning Curse of Corpses Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. iron longsword 'Stormviper' (Corpses) (18-26 power, 2 apr) (In main hand, 1 of 2)] gifted mossy mindstar (Misfortune) (2-3 power, 12 apr, mind damage)gifted mossy mindstar (Misfortune) (2-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-16.0 - -23.1) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Crit. chance: +2.5% (-) Attack speed: 100% (-) Damage (Melee): +0(-16) lightning When wielded/worn: Changes resistances: +0%(-9%) lightning Changes damage: +0%(-3%) lightning Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
[vs. iron longsword 'Stormviper' (Corpses) (18-26 power, 2 apr) (In main hand, 1 of 2)] horrifying mossy mindstar of life (Shrouds) (2-3 power, 12 apr, mind damage)horrifying mossy mindstar of life (Shrouds) (2-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-16.0 - -23.1) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Crit. chance: +2.5% (-) Attack speed: 100% (-) Damage (Melee): +0(-16) lightning When wielded/worn: Damage (Melee): 4 mind / 3 darkness Changes resistances: +0%(-9%) lightning Changes damage: +0%(-3%) lightning / +3% mind / +3% darkness Talent granted: +1 Attune Mindstar Life regen: +0.60 Maximum life: +13.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level. Isurathra the Duskgore (14/14, 21-25 power, 1 apr)Isurathra the Duskgore (14/14, 21-25 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 21.0 - 25.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +9.0% Capacity: 14 On weapon hit: * 20% chance to reduce damage dealt by 17% On weapon crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +8 mind / +4 darkness Damage (radius 2) on crit: +4 mind Shots are used with slings to pummel your foes to death. |
[vs. Serpent's Glare (Corpses) (7-8 power, 15 apr, nature damage) (In off hand)] iron shield (0 def, 2 armour, 11-13 power, 20 block)This item will automatically be transmogrified when you leave the level. iron shield (0 def, 2 armour, 11-13 power, 20 block) Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-15) Crit. chance: +0.0% (-7.0%) Attack speed: inf% (inf%) Damage conversion: 0%(-30%) poison When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Talent granted: +1 Block Poison immunity: +0% (-50%) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-2%) Handheld deflection devices. |
[vs. rejuvenating iron plate armour of acid resistance (0 def, 7 armour) (Main armor)] Aerona (13 def, 8 armour)This item will automatically be transmogrified when you leave the level. Aerona (13 def, 8 armour) Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +8 (+1) Defense: +13 (+13 eff.) Fatigue: +6% (-16%) Changes resistances: +0%(-16%) acid / +5% mind / +5% arcane Mental save: +12 (+10 eff.) Silence immunity: +20% Life regen: +0.00 (-2.10) Stamina each turn: +0.00 (-0.50) A suit of armour made of leather. |
[vs. rejuvenating iron plate armour of acid resistance (0 def, 7 armour) (Main armor)] prismatic rough leather armour (3 def, 2 armour)This item will automatically be transmogrified when you leave the level. prismatic rough leather armour (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-5) Defense: +3 (+3 eff.) Fatigue: +6% (-16%) Changes resistances: +0%(-16%) acid / +10% light / +10% darkness Life regen: +0.00 (-2.10) Stamina each turn: +0.00 (-0.50) A suit of armour made of leather. |
[vs. rejuvenating iron plate armour of acid resistance (0 def, 7 armour) (Main armor)] iron mail armour (2 def, 4 armour)iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-3) Defense: +2 (+2 eff.) Fatigue: +12% (-10%) Changes resistances: +0%(-16%) acid Life regen: +0.00 (-2.10) Stamina each turn: +0.00 (-0.50) A suit of armour made of mail. |
[vs. rejuvenating iron plate armour of acid resistance (0 def, 7 armour) (Main armor)] iron plate armour of cold resistance (0 def, 7 armour)This item will automatically be transmogrified when you leave the level. iron plate armour of cold resistance (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-) Fatigue: +22% (-) Changes resistances: +0%(-16%) acid / +17% cold Life regen: +0.00 (-2.10) Stamina each turn: +0.00 (-0.50) A suit of armour made of metal plates. |
[vs. Smolderlore the pair of iron boots (0 def, 3 armour) (On feet)] pair of iron boots of tirelessness (0 def, 3 armour)pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (+5%) Changes resistances: +0%(-9%) fire Changes resistances penetration: +0%(-5%) acid / +0%(-10%) cold Changes damage: +0%(-9%) acid Maximum encumbrance: +0 (-21) Physical save: +0 (+0 eff.) (-7 (-6 eff.)) Stamina each turn: +0.40 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. spinelspinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. cleansing iron torque of mindblast [power 105] (15 cooldown) (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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
Log
Thought-forged bowman uses Steady Shot.
Nerygatira the warg stops being poisoned.
Nerygatira the warg hits Cursed your mum TWICE for 7 physical, 2 physical, 1 physical (9 total damage).
Infusion: Healing is still on cooldown for 5 turns.
Cursed your mum TWICE uses Dominate.
Nerygatira the warg has been dominated!
You revel in attacking a weakened foe! (+2 hate)
Nerygatira the warg is poisoned!
Cursed your mum TWICE hits Nerygatira the warg for (4 flat reduction), 20 physical, (4 flat reduction), 2 lightning, (2 flat reduction), 0 mind, (0 flat reduction), 0 nature, (4 flat reduction), 0 nature, (2 flat reduction), 0 mind (22 total damage).
Cyrulaith the warg uses Mind Sear.
Cyrulaith the warg hits Cursed your mum TWICE for 40 mind damage.
Thought-forged bowman's Steady Shot hits Cursed your mum TWICE for 20 physical damage.
Nerygatira the warg hits Cursed your mum TWICE for 6 physical, 2 physical, 1 physical (9 total damage).
Thought-forged bowman shoots!
Nerygatira the warg is no longer weakened.
Cursed your mum TWICE is not stunned anymore.
Poison from Cursed your mum TWICE hits Nerygatira the warg for (0 flat reduction), 0 nature (0 total damage).
Cyrulaith the warg hits Cursed your mum TWICE for 1 nature, 3 fire, 1 nature, 3 fire (8 total damage).
Cursed your mum TWICE feels pain again.
Poison from Cursed your mum TWICE hits Nerygatira the warg for (1 flat reduction), 0 nature (0 total damage).
Cursed your mum TWICE uses Infusion: Regeneration.
Cursed your mum TWICE starts regenerating health quickly.
Cyrulaith the warg hits Cursed your mum TWICE for 1 nature, 4 fire, 1 nature, 4 fire (9 total damage).
Thought-forged bowman shoots!
Poison from Cursed your mum TWICE hits Nerygatira the warg for (1 flat reduction), 0 nature (0 total damage).
Thought-forged bowman's Shoot hits Cursed your mum TWICE for 31 physical damage.
Cursed your mum TWICE the level 7 krog cursed was sliced to death by a thought-forged bowman on level 1 of Norgos Lair.