











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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. 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 Roguelike |
Sex | Male |
Race | Cornac |
Class | Solipsist |
Level / Exp | 17 / 90% |
Size | medium |
Lifes / Deaths | Killed by dreaming horror at level 17 on the 77th Dusk 122nd year of Ascendancy at 20:54 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 22 (base 10) |
Magic | 10 (base 10) |
Willpower | 65 (base 44) |
Cunning | 63 (base 36) |
Resources
Life | -4/236 |
Equilibrium | 18 |
Psi | 138/295 |
Healing Factor | 1.2624166372473 |
Regeneration | 0.31560415931182 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 42 |
Accuracy | 39 |
Crit Chance | 19% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 39 |
Crit Chance | 21% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Arcane | +3% |
Mind | +12% |
All | 0% |
Lightning | +12% |
Physical | +27% |
Cold | +15% |
Fire | +12% |
Nature | +18% |
Offense: Damage Penetration
Physical | +6% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 4 |
Ranged Defense | 4 |
Fatigue | 0 |
Physical Save | 28.92 |
Spell Save | 32 |
Mental Save | 32 |
Defense: Resistances
Acid | + 10%( 70%) |
Physical | + 31%( 70%) |
Cold | + 26%( 70%) |
All | + 7%( 70%) |
Lightning | + 29%( 70%) |
Light | + 10%( 70%) |
Temporal | + 10%( 70%) |
Mind | + 19%( 70%) |
Fire | + 38%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Bleed Resistance | 50% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 289 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Slumber | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
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 sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. * '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.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ When Hit 10 cold defense ------ Resistance +6% lightning +3% light other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Ego] Nature While equipped: offense ------ Damage +12% lightning defense ------ Defense +2 (+2 eff.) Resistance +18% lightning A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+5 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 101 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil +6 Cun +5 Con offense ------ Critical power +5.00% Mindpower +9 (+3 eff.) Spellpower/crit +2 Damage +6% blight +13% nature +3% arcane defense ------ Resistance +26% nature Spell save +13 (+5 eff.) other ------- EQ when Hit +0.16 Max stamina +13.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% mind +12% fire When Hit 6 mind 2 nature defense ------ Resistance +3% acid +24% fire +3% temporal Spell save +6 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +13% mind Healmod +16% Cut Resist +50% Confus Resist +20% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 331 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On Critical: * Deals 106 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) 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. |
Around waist | ![]() 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. |
In off hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+2 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mind Crit +4% defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +2 Con offense ------ Critical power +10.00% Damage +11% physical defense ------ Resistance +11% physical +9% fire +7% all Physical save +6 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% fire +15% cold other ------- Masteries +0.15 Psionic/Slumber Amulets make your neck look great! |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature/Disrupt Weapon Damage 22.5 - 36.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 nature On Hit: * 19 arcane resource burn Massive two-handed swords. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +6 (+2 eff.) defense ------ Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +4 (+2 eff.) other ------- EQ when Hit +0.90 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 5 mind 5 darkness Damage +4% mind +4% darkness defense ------ Life +17.00 Life Regen +0.70 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 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +8 acid While equipped: Stats +2 Str offense ------ Physical Power +7 (+2 eff.) Damage +10% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +6 fire While equipped: Stats +2 Dex offense ------ Damage +10% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Critical power +19.00% Spellpower +9 (+4 eff.) On-Hit 16 fire Damage +15% darkness other ------- See Invisibility +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 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 +7% Spellpower +9 (+4 eff.) Spellpower/crit +4 Damage +20% darkness defense ------ Physical save +6 (+2 eff.) Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Normal] Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego+] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% One-handed war axes. |
![]() 1.5 Encumbrance T4 hands armor Reqs - Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Con offense ------ On-Hit 6 physical Damage +4% physical defense ------ Armor +15 Fatigue +5% Resistance +3% fire +3% light +1% physical Physical save +10 (+4 eff.) Spell save +5 (+2 eff.) Mind save +17 (+8 eff.) Life +56.00 Disarm Resist +35% Confus Resist +20% other ------- See Invisibility +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Power +8 (+2 eff.) Damage +3% arcane defense ------ Armor +2 Resistance +18% fire Physical save +3 (+1 eff.) Silence Resist +20% Stun Resist +20% Knockbk Resist +10% 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. |
![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 55.75 to 167.26 lightning damage (111.51 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego] Master While equipped: defense ------ Armor +11 Fatigue +22% Resistance +17% cold A suit of armour made of metal plates. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind When Hit 10 fire defense ------ Resistance +5% fire 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nighter the Cornac Solipsist level 12
21st Dusk 122nd year of Ascendancy at 00:10 see stats
By Nighter the Cornac Solipsist level 16
68th Dusk 122nd year of Ascendancy at 08:00 see stats
By Nighter the Cornac Solipsist level 10
5th Flare 122nd year of Ascendancy at 16:11 see stats
By Nighter the Cornac Solipsist level 9
3rd Flare 122nd year of Ascendancy at 01:46 see stats
Log
Nighter converts some damage to Psi!
Dreaming horror's maelstrom hits Dream seed for 10 to psi, 14 physical (24 total damage).
Dreaming horror's maelstrom hits Dream seed for 12 to psi, 16 physical (28 total damage).
Dreaming horror's maelstrom hits Nighter for 5 to psi, 14 physical (19 total damage).
Talent Thought-Form: Warrior is ready to use.
Talent Thought-Form: Defender is ready to use.
Talent Thought-Form: Bowman is ready to use.
Nighter receives 5 healing (2 psi heal).
Dreaming horror receives 2 healing (3 psi heal).
Nighter uses Distortion Bolt.
Dream seed converts some damage to Psi!
Dream seed converts some damage to Psi!
Dream seed converts some damage to Psi!
Nighter's Distortion Bolt hits Dream seed for 87 to psi, 117 physical (204 total damage).
Nighter's Distortion Bolt hits Dream seed for 88 to psi, 117 physical (205 total damage).
Nighter's Distortion Bolt hits Dream seed for 88 to psi, 117 physical (205 total damage).
Dreaming horror uses Resonance Field.
A psychic field forms around dreaming horror.
Nighter's Distortion Bolt killed Dream seed!
Nighter's Distortion Bolt killed Dream seed!
Nighter's Distortion Bolt killed Dream seed!
Nighter converts some damage to Psi!
Dreaming horror's maelstrom hits Nighter for 5 to psi, 14 physical (19 total damage).
Dreaming horror uses Distortion Wave.
Nighter resists the knockback!
Nighter is stunned!
Nighter converts some damage to Psi!
Dreaming horror hits Nighter for 21 to psi, 60 physical (82 total damage).
Nighter the level 17 cornac solipsist was maimed to death by a dreaming horror on level 3 of Lake of Nur.