










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.7.4Official Expansion!Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 12 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by orc corruptor at level 12 on the 49th Haze 122nd year of Ascendancy at 04:48 0 / 5Killed by orc corruptor at level 12 on the 49th Haze 122nd year of Ascendancy at 05:25 Killed by orc corruptor at level 12 on the 49th Haze 122nd year of Ascendancy at 06:25 Killed by orc corruptor at level 12 on the 49th Haze 122nd year of Ascendancy at 07:10 Killed by orc corruptor at level 12 on the 49th Haze 122nd year of Ascendancy at 07:45 |
| Antimagic | Follower |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 36 (base 36) |
| Cunning | 26 (base 26) |
Resources
| Life | -55/261 |
| Hate | 100/100 |
| Healing Factor | 1.1000003099961 |
| Regeneration | 3.0250008524894 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 12 |
| Accuracy | 25 |
| Crit Chance | 8% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 25 |
| Crit Chance | 8% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +2% |
| Light | +10% |
| Blight | +5% |
| Cold | +3% |
| Mind | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 6.5 (43.579428603723%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 12 |
| Physical Save | 9 |
| Spell Save | 16 |
| Mental Save | 20 |
Defense: Resistances
| Nature | + 11%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 9%( 70%) |
| Blight | + 14%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 17%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 38% |
| Pinning Resistance | 21% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 41% |
Inscriptions (4/5)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 sandworm tooth. * You've found the needed xorn fragment. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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...' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
Equipment
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15(-) Lite Light Burst (radius 1) Dmg.mod +10%(-) light ----- def ----- Resists +30%(-) light Heal.mod +10% (-) ---------- misc 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.(92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Xanildath the Tundraweeper (Misfortune) (1 def, 0 armour) (On head)]Xanildath the Tundraweeper (Misfortune) (1 def, 0 armour) 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% (-) Mind.pwr +2 (+1 eff.) (-) Dmg.mod +3%(-) cold ----- def ----- Defense +1 (+1 eff.) (-) Resists +3%(-) blight +9%(-) temporal +5%(-) arcane ---------- misc Psi/turn +0.10 (-) Curse of Misfortune A pointy cloth hat, very wizardly... |
| On hands | [vs. rough leather gloves of strength (+2) (Misfortune) (0 def, 1 armour) (On hands)]rough leather gloves of strength (+2) (Misfortune) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Master While equipped: Stats +2(-) Str dps ---------- Phys.pwr +6 (+3 eff.) (-) ----- def ----- Armour +1 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]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 +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | [vs. copper ring of tenacity (On fingers, 1 of 2)]copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 (-) Disarm- +22% (-) Pinning- +21% (-) Knockbk- +23% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. copper ring of tenacity (On fingers, 1 of 2)]Boridendur the copper ring 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Phys.pwr +5 (+3 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Max.HP +0.00 (-21.00) HP.reg +2.00 Disarm- +0% (-22%) Pinning- +0% (-21%) Stun/Frz- +20% Knockbk- +0% (-23%) ---------- misc Max.stam +10.00 Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Cyrunor the copper amulet (Around neck)]Cyrunor the copper amulet 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3(-) Str +2(-) Wil dps ---------- Melee+ 0(-20) item expose On Hit (Melee): * 20% chance to reduce all saves and defense by 20 Amulets make your neck look great! |
| In main hand | [vs. horrifying mossy mindstar of life (Madness) (2-3 power, 12 apr, mind damage) (In main hand, 1 of 2)]horrifying mossy mindstar of life (Madness) (2-3 power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 (-) Crit +2.5% (-) Atk.spd 100% (-) While equipped: dps ---------- Mind.crit +1% (-) Mind.pwr +2 (+1 eff.) (-) Melee+ 3(-) mind 3(-) darkness Dmg.mod +3%(-) mind +2%(-) darkness ----- def ----- Max.HP +10.00 (-) HP.reg +0.50 (-) ---------- misc Talents +1.00(-) Attune Mindstar Curse of Madness 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 |
| Around waist | [vs. blurring rough leather belt (Corpses) (Around waist)]blurring rough leather belt (Corpses) 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +10 (+10 eff.) (-) Stealth +5 (-) Curse of Corpses A belt that goes around your waist. |
| In off hand | [vs. horrifying mossy mindstar of life (Madness) (2-3 power, 12 apr, mind damage) (In main hand, 1 of 2)]mossy mindstar (Nightmares) (2-3 power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Normal] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 (-) Crit +2.5% (-) Atk.spd 100% (-) While equipped: dps ---------- Mind.crit +1% (-) Mind.pwr +2 (+1 eff.) (-) Melee+ 0(-3) mind 0(-3) darkness Dmg.mod +0%(-3%) mind +0%(-2%) darkness ----- def ----- Max.HP +0.00 (-10.00) HP.reg +0.00 (-0.50) ---------- misc Talents +1.00(-) 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. Tap to cycle through comparison choices |
| Cloak | [vs. linen cloak (Madness) (1 def, 0 armour) (Cloak)]linen cloak (Madness) (1 def, 0 armour) 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) (-) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. cleansing iron mail armour of cold resistance (Madness) (2 def, 4 armour) (Main armor)]cleansing iron mail armour of cold resistance (Madness) (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 (-) Defense +2 (+2 eff.) (-) Fatigue +12% (-) Resists +11%(-) blight +17%(-) cold +11%(-) nature Curse of Madness A suit of armour made of mail. |
Inventory
movement infusion of the warrior (speed 500%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 500% 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 Strength 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 wizard (speed 437%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 437% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Regeneration (on body)]regeneration infusion of the psychic (heal 182; 13 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. 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. |
[vs. Infusion: Wild (on body, 1 of 2)]wild infusion of the psychic (res 23%; magical; 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 magical effect and reduce all damage taken by 23% for 4 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. Tap to cycle through comparison choices |
[vs. Cyrunor the copper amulet (Around neck)]cleansing copper amulet 0.1 T1 amulet jewelry [Ego] Disrupt While equipped: Stats +0(-3) Str +0(-2) Wil dps ---------- Melee+ 0(-20) item expose ----- def ----- Resists +10% nature +10% blight Poison- +22% Disease- +20% Amulets make your neck look great! |
[vs. copper ring of tenacity (On fingers, 1 of 2)]copper ring of fire (+22%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Max.HP +0.00 (-21.00) Disarm- +0% (-22%) Pinning- +0% (-21%) Knockbk- +0% (-23%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. copper ring of tenacity (On fingers, 1 of 2)]savage's copper ring 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +10 (+7 eff.) Max.HP +0.00 (-21.00) Disarm- +0% (-22%) Pinning- +0% (-21%) Knockbk- +0% (-23%) ---------- misc Max.stam +12.00 Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. horrifying mossy mindstar of life (Madness) (2-3 power, 12 apr, mind damage) (In main hand, 1 of 2)]gifted mossy mindstar (Misfortune) (3-3 power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature Power 3.0 - 3.3(+0.5 - +0.6) Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 (-) Crit +2.5% (-) Atk.spd 100% (-) While equipped: dps ---------- Mind.crit +1% (-) Mind.pwr +4 (+2 eff.) (+2 (+1 eff.)) Melee+ 0(-3) mind 0(-3) darkness Dmg.mod +0%(-3%) mind +0%(-2%) darkness ----- def ----- Max.HP +0.00 (-10.00) HP.reg +0.00 (-0.50) ---------- misc Talents +1.00(-) 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. Tap to cycle through comparison choices |
[vs. horrifying mossy mindstar of life (Madness) (2-3 power, 12 apr, mind damage) (In main hand, 1 of 2)]gifted mossy mindstar of balance (Misfortune) (2-3 power, 12 apr, nature damage) 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 (-) Crit +2.5% (-) Atk.spd 100% (-) While equipped: dps ---------- Mind.crit +1% (-) Mind.pwr +5 (+3 eff.) (+3 (+2 eff.)) Melee+ 0(-3) mind 0(-3) darkness Dmg.mod +0%(-3%) mind +0%(-2%) darkness ----- def ----- Phys.save +3 (+3 eff.) Spell.save +4 (+4 eff.) Mind.save +3 (+2 eff.) Max.HP +0.00 (-10.00) HP.reg +0.00 (-0.50) ---------- misc Equi/ret +0.60 Talents +1.00(-) 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. Tap to cycle through comparison choices |
[vs. horrifying mossy mindstar of life (Madness) (2-3 power, 12 apr, mind damage) (In main hand, 1 of 2)]mossy mindstar (Nightmares) (2-3 power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Normal] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 (-) Crit +2.5% (-) Atk.spd 100% (-) While equipped: dps ---------- Mind.crit +1% (-) Mind.pwr +2 (+1 eff.) (-) Melee+ 0(-3) mind 0(-3) darkness Dmg.mod +0%(-3%) mind +0%(-2%) darkness ----- def ----- Max.HP +0.00 (-10.00) HP.reg +0.00 (-0.50) ---------- misc Talents +1.00(-) 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. Tap to cycle through comparison choices |
[vs. horrifying mossy mindstar of life (Madness) (2-3 power, 12 apr, mind damage) (In main hand, 1 of 2)]mossy mindstar of clarity (Madness) (3-3 power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature/Psionic Power 3.0 - 3.3(+0.5 - +0.6) Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 (-) Crit +2.5% (-) Atk.spd 100% (-) While equipped: dps ---------- Mind.crit +1% (-) Mind.pwr +2 (+1 eff.) (-) Melee+ 0(-3) mind 0(-3) darkness Dmg.mod +0%(-3%) mind +0%(-2%) darkness ----- def ----- Mind.save +3 (+2 eff.) Max.HP +0.00 (-10.00) HP.reg +0.00 (-0.50) ---------- misc Max.psi +13.00 Talents +1.00(-) Attune Mindstar Curse of Madness 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. cleansing iron mail armour of cold resistance (Madness) (2 def, 4 armour) (Main armor)]Eclipsevagrant (Madness) (0 def, 0 armour) 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid +6% cold +3% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +0 (-4) Defense +0 (+0 eff.) (-2 (-2 eff.)) Fatigue +0% (-12%) Resists +15% acid +0%(-11%) blight +0%(-17%) cold +0%(-11%) nature +7% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. cleansing iron mail armour of cold resistance (Madness) (2 def, 4 armour) (Main armor)]impenetrable iron plate armour of lightning resistance (Madness) (0 def, 13 armour) 17.0 T1 massive armor Reqs Massive armour training Str 22 [Ego] Master While equipped: ----- def ----- Armour +13 (+9) Defense +0 (+0 eff.) (-2 (-2 eff.)) Fatigue +22% (+10%) Resists +16% lightning +0%(-17%) cold +0%(-11%) nature +0%(-11%) blight Curse of Madness A suit of armour made of metal plates. |
[vs. blurring rough leather belt (Corpses) (Around waist)]rough leather belt of the giants (Corpses) 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Defense +0 (+0 eff.) (-10 (-10 eff.)) Spell.save +5 (+4 eff.) Stealth +0 (-5) ---------- misc Size +1 Curse of Corpses A belt that goes around your waist. |
scholar's pair of iron boots of speed (Misfortune) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of speed (Nightmares) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+6 eff.) ---------- misc Max.enc +21 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. rough leather gloves of strength (+2) (Misfortune) (0 def, 1 armour) (On hands)]storm iron gauntlets (Madness) (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: Stats +0(-2) Str dps ---------- Phys.pwr +0 (+0 eff.) (-6 (-3 eff.)) Melee+ 6 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 (-) Fatigue +1% Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
[vs. Summertide Phial (Light source)]Elybeth the Lightningslice 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +0%(-10%) light Res.pen +15% lightning +15% light ----- def ----- Resists +3% mind +0%(-30%) light Mind.save +6 (+3 eff.) Heal.mod +0% (-10%) ---------- misc Light +3 (-2) See.Stealth +6 See.Invis +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. |
[vs. Summertide Phial (Light source)]bright brass lantern of clarity 2.0 T1 lite [Ego] Master/Psionic While equipped: dps ---------- Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +0%(-10%) light ----- def ----- Resists +0%(-30%) light Mind.save +5 (+3 eff.) Heal.mod +0% (-10%) ---------- misc Light +5 (-) See.Stealth +5 See.Invis +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. |
[vs. Summertide Phial (Light source)]survivor's brass lantern of health 2.0 T1 lite [Ego] Nature While equipped: dps ---------- Melee+ 0(-15) Lite Light Burst (radius 1) Dmg.mod +0%(-10%) light ----- def ----- Resists +0%(-30%) light Phys.save +5 (+5 eff.) Max.HP +42.00 Heal.mod +13% (+3%) ---------- misc Light +3 (-2) 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Log
Orc corruptor hits Shadow for 0 blight damage.
Orc corruptor hits Eyon for (15 deflected), 94 blight (94 total damage).
Shadow hits Mirror Image for 23 physical damage.
Eyon uses Creeping Darkness.
Eyon's mind surges with critical power!
Mirror Image uses Taunt.
Mirror Image uses Taunt.
Orc corruptor uses Orcish Fury.
Orc corruptor enters a state of bloodlust.
Orc corruptor casts Blood Grasp.
Shadow hits Mirror Image for 23 physical damage.
You have deflected 5 incoming damage!
Eyon is recovering from the damage!
Orc corruptor receives 28 healing from Orc corruptor's Blood Grasp.
Orc corruptor's Blood Grasp hits Eyon for (5 deflected), 133 blight (133 total damage).
Eyon's creeping dark hits Orc corruptor for 21 darkness damage.
Eyon uses Infusion: Healing.
Eyon receives 55 healing from Infusion: Healing.
Eyon uses Infusion: Regeneration.
Eyon starts regenerating health quickly.
Mirror Image uses Taunt.
Mirror Image uses Taunt.
Orc corruptor casts Soul Rot.
Shadow hits Mirror Image for 24 physical damage.
You have deflected 5 incoming damage!
Orc corruptor roars triumphantly.
Orc corruptor's Soul Rot hits Eyon for (5 deflected), 168 blight (168 total damage).
Eyon the level 12 cornac doomed was diseased to death by an orc corruptor on level 1 of Zigur.































































