










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
No Escort Quests 1.3.0Prevents escort quests from being generated. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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: 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:
Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. 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.
Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High 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:
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: 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 | Nightmare Adventure |
Sex | Female |
Race | Dwarf |
Class | Solipsist |
Level / Exp | 32 / 4% |
Size | medium |
Lifes / Deaths | Killed by Salura the minotaur at level 22 on the 20th Steel 123rd year of Ascendancy at 12:24 5 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 27 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 41 (base 18) |
Magic | 11 (base 10) |
Willpower | 108 (base 60) |
Cunning | 90 (base 60) |
Resources
Life | 549/549 |
Equilibrium | 48 |
Psi | 486/486 |
Healing Factor | 1.5081403954778 |
Regeneration | 7.9177370762583 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +133.49588058135% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 60.812433091029 |
See Invisible | 60.812433091029 |
Offense: Mainhand
Damage | 75 |
Accuracy | 54 |
Crit Chance | 38% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 81 |
Accuracy | 54 |
Crit Chance | 39% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 84 |
Crit Chance | 62% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Nature | +78% |
Cold | +24% |
Lightning | +22% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Lightning | +19% |
Acid | +9% |
Physical | +7% |
Mind | +25% |
Nature | +40% |
Defense: Base
Armour (hardiness) | 60.868730934763 (60%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 7 |
Physical Save | 72.775 |
Spell Save | 72.33 |
Mental Save | 75 |
Defense: Resistances
Lightning | + 57%( 70%) |
Acid | + 28%( 70%) |
Light | + 22%( 70%) |
Nature | + 68%( 70%) |
Cold | + 32%( 70%) |
Physical | + 19%( 70%) |
Fire | + 28%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 72% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 451 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 704% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Dream Smith | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Psionic / Dream Forge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Thought-Form: Bowman |
talent | Lucid Dreamer |
talent | Forge Shield |
talent | Antimagic Shield |
beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Agrimley the hermit's elixir of focus |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+33% global speed). Clarity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 0. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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: * '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 bloated horror heart. * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed giant spider spinneret. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed hummerhorn wing. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil +4 Cun +3 Con offense ------ Mindpower +6 (+1 eff.) Ignore resists +10% lightning +7% physical defense ------ Armor +4 Fatigue +3% Resistance +3% fire other ------- Light +3 Blindside: Puts all charms on 19 turn cooldown Effective talent level: 4.5 Power cost 19 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 183% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature While equipped: Stats +10 Wil offense ------ Physical Crit +10.0% Mind Crit +4% Critical power +49.00% Physical Power +14 (+4 eff.) Mindpower +10 (+2 eff.) defense ------ Physical save +11 (+1 eff.) Healmod +28% other ------- Hate-on-crit +3.00 Max psi +20.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +16 Fatigue +4% Resistance +9% acid +6% light +6% cold +10% fire +9% nature +11% lightning Physical save +6 (+0 eff.) Cut Resist +20% Stun Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+2 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+3 eff.) Spell save +15 (+1 eff.) Life +100.00 other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 184.00 arcane damage and stunned). Uses 73 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. This object's appearance was changed to Invisible. |
Tool | ![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +5 Str +5 Wil +8 Cun +5 Con offense ------ Damage +15% lightning defense ------ Resistance +15% lightning +7% all Physical save +18 (+1 eff.) Mind save +18 (+4 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Cun +9 Wil offense ------ Mind Crit +4% Damage +6% mind +24% cold defense ------ Life Regen +3.00 Stun Resist +31% other ------- Hate-on-crit +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +29% nature Ignore resists +25% mind When Hit 10 mind defense ------ Resistance +22% nature Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% lightning Stun Resist +21% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature Weapon Damage 12.5 - 13.8 Nature Uses 50% Wil, 29% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +7 (+2 eff.) On-Hit 9 acid Damage +12% acid Ignore resists +9% acid defense ------ Resistance +4% acid Life Regen +2.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. This object's appearance was changed to Core of the Forge. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +2 Wil +4 Cun offense ------ On-Hit (Melee): * 20% chance to slow global speed by 73% defense ------ Defense +8 (+4 eff.) Resistance +2% physical Physical save +12 (+1 eff.) Spell save +12 (+1 eff.) Mind save +13 (+3 eff.) Stealth +6 Unlife -20.00 life Life +32.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 16.0 - 17.6 Mind Uses 50% Wil, 29% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Str +3 Dex +3 Mag +2 Wil +2 Cun +4 Con offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 11 lightning Damage +7% lightning Ignore resists +9% lightning defense ------ Resistance +10% lightning other ------- Hate/kill +2.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 216.59 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 15 turn cooldown 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. This object's appearance was changed to Eyal's Will. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +9% nature Ignore resists +15% nature When Hit 8 darkness On-Hit (Melee): * 10% chance to slow global speed by 73% defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +12% cold other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+0 eff.) Spell save +10 (+1 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. This object's appearance was changed to hardened leather armour. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +9 (+4 eff.) Damage +20% light defense ------ Physical save +7 (+0 eff.) Spell save +7 (+0 eff.) Mind save +9 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Arcane Weapon Damage 24.5 - 39.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: offense ------ Damage +14% fire Ignore resists +7% fire Massive two-handed swords. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 5 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +16 lightning While equipped: Stats +3 Con offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) On-Hit 4 mind 4 darkness Damage +3% nature +2% mind +3% darkness defense ------ Resistance +6% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +2 Str +15 Wil +11 Con offense ------ Physical Power +8 (+2 eff.) defense ------ Life +74.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Random Unique] Arcane/Master Weapon Damage 42.5 - 59.5 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 18 On-ranged-hit +14 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Arrows are used with bows to pierce your foes to death. |
![]() 2.0 Encumbrance T4 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Damage +16% nature +14% arcane defense ------ Resistance +24% nature +13% all other ------- Max mana +62.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +13 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% acid A suit of armour made of mail. |
![]() 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 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. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +3 Con offense ------ Damage +3% nature Ignore resists +5% lightning defense ------ Armor +1 Resistance +9% nature Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+1 eff.) other ------- Light +1 Infravision +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Str +3 Dex +2 Mag +3 Cun +3 Con defense ------ Armor +3 Fatigue +3% Resistance +9% fire other ------- Light +3 A cap made of leather. |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+1 eff.) Spell save +12 (+1 eff.) Mind save +12 (+3 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Con defense ------ Resistance +3% mind +2% physical Life +42.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +2 Wil offense ------ Mindpower +15 (+3 eff.) Ignore resists +15% mind defense ------ Mind save +7 (+2 eff.) other ------- Hate-on-crit +1.00 Max hate +4.00 Max psi +40.00 Light +4 See Stealth +11 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature +6% fire Disarm Resist +20% Teleport Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 61% of the healing done. This effect scales with your Magic stat.. Uses 55 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +3 Mag +5 Cun offense ------ Physical Power +10 (+3 eff.) Damage +9% lightning defense ------ Defense +5 (+3 eff.) Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 155 physical damage Puts all charms on 11 turn cooldown 100% to reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 424 Base Damage: 176 Armor: 12 All Resist: 3 Puts all charms on 19 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Etel the Dwarf Solipsist level 32
10th Voratun 123rd year of Ascendancy at 22:01 see stats
By Etel the Dwarf Solipsist level 18
2nd Iron 123rd year of Ascendancy at 18:33 see stats
By Etel the Dwarf Solipsist level 16
24th Dearth 122nd year of Ascendancy at 15:24 see stats
By Etel the Dwarf Solipsist level 20
7th Steel 123rd year of Ascendancy at 23:45 see stats
By Etel the Dwarf Solipsist level 32
6th Voratun 123rd year of Ascendancy at 16:02 see stats
By Etel the Dwarf Solipsist level 30
7th Stralite 123rd year of Ascendancy at 08:55 see stats
By Etel the Dwarf Solipsist level 31
24th Stralite 123rd year of Ascendancy at 13:01 see stats
By Etel the Dwarf Solipsist level 10
11st Profit 122nd year of Ascendancy at 00:24 see stats
By Etel the Dwarf Solipsist level 20
30th Iron 123rd year of Ascendancy at 05:09 see stats
By Etel the Dwarf Solipsist level 30
4th Stralite 123rd year of Ascendancy at 18:25 see stats
By Etel the Dwarf Solipsist level 25
3rd Gold 123rd year of Ascendancy at 15:53 see stats
By Etel the Dwarf Solipsist level 6
19th Voratun 122nd year of Ascendancy at 08:54 see stats
By Etel the Dwarf Solipsist level 32
10th Voratun 123rd year of Ascendancy at 22:01 see stats
By Etel the Dwarf Solipsist level 11
14th Profit 122nd year of Ascendancy at 16:06 see stats
By Etel the Dwarf Solipsist level 32
10th Voratun 123rd year of Ascendancy at 22:01 see stats
By Etel the Dwarf Solipsist level 26
5th Gold 123rd year of Ascendancy at 15:16 see stats
By Etel the Dwarf Solipsist level 20
30th Iron 123rd year of Ascendancy at 14:45 see stats
Log
Lore found: A Tranquil Meadow
Lore found: fifth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
You don't see how to get there...
Today is the 11st Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Hotkey page 2 is now displayed.
Etel deactivates Psiblades.
Resting starts...
Talent Attune Mindstar is ready to use.
Talent Psiblades is ready to use.
Etel activates Psiblades.
Rested for 15 turns (stop reason: all resources and life at maximum).
Etel deactivates Psiblades.
Talent Attune Mindstar is ready to use.
You don't see how to get there...
Talent Psiblades is ready to use.
There is a teleportation circle to the surface here (press '' or right click to use).