Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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: 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. 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. 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:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Summoner |
Level / Exp | 22 / 25% |
Size | medium |
Lifes / Deaths | Killed by Aralaith the rattlesnake at level 12 on the 71st Dusk 122nd year of Ascendancy at 02:26 0 / 6Killed by Urkis, the High Tempest at level 21 on the 18th Regrowth 123rd year of Ascendancy at 15:53 Killed by Urkis, the High Tempest at level 21 on the 18th Regrowth 123rd year of Ascendancy at 19:22 Killed by Urkis, the High Tempest at level 21 on the 18th Regrowth 123rd year of Ascendancy at 20:38 Killed by skeleton master archer at level 22 on the 35th Regrowth 123rd year of Ascendancy at 13:08 Killed by SheLetTheDogsOut at level 22 on the 35th Regrowth 123rd year of Ascendancy at 13:15 |
Antimagic | Follower |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 18 (base 11) |
Constitution | 23 (base 10) |
Magic | 10 (base 10) |
Willpower | 92 (base 48) |
Cunning | 83 (base 49) |
Resources
Life | 703/703 |
Equilibrium | 0 |
Healing Factor | 1.5199022211821 |
Regeneration | 23.760221882325 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 41.649325461976 |
See Invisible | 47.649325461976 |
Offense: Mainhand
Damage | 22 |
Accuracy | 48 |
Crit Chance | 24% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 22 |
Accuracy | 48 |
Crit Chance | 24% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +10% |
Fire | +3% |
Nature | +8% |
Physical | +8% |
Cold | +21% |
All | 0% |
Offense: Damage Penetration
Cold | +10% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 15.5 (43.579428603723%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 7 |
Physical Save | 25 |
Spell Save | 31 |
Mental Save | 52 |
Defense: Resistances
Darkness | + 12%( 70%) |
Light | + 30%( 70%) |
Nature | + 23%( 70%) |
Blight | + 7%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 47%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Bleed Resistance | 20% |
Confusion Resistance | 10% |
Inscriptions (4/4)
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: 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 454% 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 Dexterity stat. |
Class Talents
Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower 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 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 |
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. * 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 23. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. * You've found the needed vial of wight ectoplasm. 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 chunk of ghoul flesh. * You've found the needed wretchling eyeball. * You've found the needed snow giant kidney. | 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 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 within3 lumberjacks have died. | done |
Equipment
On feet | dreamer's pair of iron boots of tirelessness (0 def, 3 armour) dreamer's pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +3 Fatigue +2% Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) other ------- Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(144 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Baredir the hardened leather cap (0 def, 3 armour) Baredir the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex +4 Wil +4 Cun defense ------ Armor +3 Fatigue +3% Resistance +7% blight Mind save +8 (+3 eff.) other ------- Light +2 See Invisibility +6 A cap made of leather. |
On hands | Tidespitter (0 def, 2 armour) Tidespitter (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Damage +6% cold +3% fire Ignore resists +10% darkness +10% cold When Hit 2 cold defense ------ Armor +2 Resistance +12% darkness Life Regen +3.20 other ------- Stamina/turn +0.50 Psi/turn +0.19 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Deepsstinger the iron pickaxe (dig speed 38 turns) Deepsstinger the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +6 Str +1 Con offense ------ Damage +3% darkness On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 23.30 cold and 20.79 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | Ring of Growth Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | wanderer's steel amulet of cunning (+4) wanderer's steel amulet of cunning (+4)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +7 Cun +3 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
In main hand | blooming mossy mindstar of resolve (75% power, 12 apr, nature damage) blooming mossy mindstar of resolve (75% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Spell save +2 (+1 eff.) Healmod +11% Heal-on-summon +15 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 | noble's rough leather belt of valiance noble's rough leather belt of valiance1.0 Encumbrance T1 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +5 Wil offense ------ Against +16% Summoned defense ------ Resist Against +16% Summoned Mind save +5 (+2 eff.) Life +47.00 A belt that goes around your waist. |
In off hand | creative mossy mindstar of life (75% power, 12 apr, nature damage) creative mossy mindstar of life (75% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+1 eff.) defense ------ Life +11.00 Life Regen +0.60 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. |
Cloak | Relgeregostir the linen cloak (1 def, 0 armour) Relgeregostir the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil defense ------ Defense +1 (+1 eff.) Resistance +6% cold Mind save +6 (+2 eff.) Cut Resist +20% Confus Resist +10% Teleport Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Poredhetta (2 def, 6 armour) Poredhetta (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +4 Wil +4 Cun +3 Con offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% cold +3% nature +5% arcane Mind save +12 (+4 eff.) Life +39.00 A suit of armour made of mail. |
Inventory
healing infusion of the sneak (heal 210; cd 12) healing infusion of the sneak (heal 210; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion (die at -100; dur 5; cd 30) heroism infusion (die at -100; dur 5; cd 30)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 100 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 293; 16 cd) regeneration infusion of the duelist (heal 293; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 293 life over 5 turns. Its effects scale with your Dexterity 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 |
starlit copper amulet of strength (+3) starlit copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +11% light +11% darkness Blind Resist +20% Amulets make your neck look great! |
wanderer's steel amulet of the eclipse wanderer's steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Cun +3 Con offense ------ Move Speed +10% On-Hit 5 light 6 darkness Damage +5% light +7% darkness When Hit: * 6% chance to reduce damage dealt by 26% * 6% chance to blind defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
psionicist's copper ring of lightning (+20%) psionicist's copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Mind save +4 (+2 eff.) Rings make your fingers look great! |
steel ring of tenacity steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life +23.00 Disarm Resist +24% Pinning Resist +28% Knockbk Resist +22% Rings make your fingers look great! |
warrior's steel ring of perseverance warrior's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +4 Str defense ------ Armor +8 Life Regen +2.00 Stun Resist +26% Rings make your fingers look great! |
creative vined mindstar of balance (83% power, 18 apr, nature damage) creative vined mindstar of balance (83% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 84% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +7.00% Mindpower +4 (+2 eff.) defense ------ Physical save +4 (+2 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. |
Hornet Stingers (18/20, 117% power, 10 apr) Hornet Stingers (18/20, 117% power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 117% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
focusing woollen robe of lightning (+15%) (0 def, 0 armour) focusing woollen robe of lightning (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Damage +10% lightning defense ------ Resistance +15% lightning +9% all other ------- Mana/turn +0.11 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
naturalist's rough leather gloves of strength (+3) (0 def, 1 armour) naturalist's rough leather gloves of strength (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+3 eff.) On-Hit 6 nature Damage +4% nature defense ------ Armor +1 Resistance +6% nature 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. |
blighted hardened leather gloves of dexterity (+3) (0 def, 2 armour) blighted hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 7 blight Damage +3% blight Accuracy +15 (+11 eff.) defense ------ Armor +2 Resistance +6% blight 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. |
temporal hardened leather gloves (0 def, 2 armour) temporal hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 7 temporal On-Ranged-Hit 8 temporal Damage +5% temporal defense ------ Armor +2 Resistance +7% temporal 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. |
scouring dwarven-steel gauntlets of butchering (0 def, 2 armour) scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +6 (+3 eff.) Accuracy +6 (+6 eff.) Ignore Armor +7 When Hit: * 15 arcane resource burn defense ------ Armor +2 Fatigue +3% Resistance +7% blight Spell save +21 (+10 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm of knowledge (0 def, 3 armour) iron helm of knowledge (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
cleansing ash totem of stinging [power 194] (13 cooldown) cleansing ash totem of stinging [power 194] (13 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Sting an enemy dealing 210 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
By SheLetTheDogsOut the Cornac Summoner level 17
67th Haze 122nd year of Ascendancy at 12:31 see stats
By SheLetTheDogsOut the Cornac Summoner level 19
7th Allure 123rd year of Ascendancy at 07:11 see stats
By SheLetTheDogsOut the Cornac Summoner level 19
8th Decay 122nd year of Ascendancy at 06:04 see stats
By SheLetTheDogsOut the Cornac Summoner level 22
33rd Regrowth 123rd year of Ascendancy at 14:56 see stats
By SheLetTheDogsOut the Cornac Summoner level 19
9th Decay 122nd year of Ascendancy at 22:25 see stats
By SheLetTheDogsOut the Cornac Summoner level 10
51st Dusk 122nd year of Ascendancy at 02:45 see stats
By SheLetTheDogsOut the Cornac Summoner level 20
13rd Regrowth 123rd year of Ascendancy at 22:47 see stats
By SheLetTheDogsOut the Cornac Summoner level 19
9th Decay 122nd year of Ascendancy at 21:50 see stats
By SheLetTheDogsOut the Cornac Summoner level 10
51st Dusk 122nd year of Ascendancy at 02:47 see stats
By SheLetTheDogsOut the Cornac Summoner level 20
15th Regrowth 123rd year of Ascendancy at 06:13 see stats
By SheLetTheDogsOut the Cornac Summoner level 20
14th Regrowth 123rd year of Ascendancy at 15:10 see stats
By SheLetTheDogsOut the Cornac Summoner level 22
35th Regrowth 123rd year of Ascendancy at 13:15 see stats
Log
Deep Wound from Skeleton master archer hits SheLetTheDogsOut for 36 physical damage.
Skeleton master archer casts Curse of Defenselessness.
SheLetTheDogsOut is cursed.
Skeleton master archer's Shoot hits SheLetTheDogsOut for 89 physical damage.
Skeleton master archer shoots!
SheLetTheDogsOut is no longer pinned.
Skeleton master archer's Shoot hits SheLetTheDogsOut for 94 physical damage.
Deep Wound from Skeleton master archer hits SheLetTheDogsOut for 36 physical damage.
Skeleton master archer shoots!
Skeleton master archer's Shoot performs a ranged critical strike against SheLetTheDogsOut!
Skeleton master archer's Shoot hits SheLetTheDogsOut for 126 physical damage.
Talent Track is ready to use.
Deep Wound from Skeleton master archer hits SheLetTheDogsOut for 36 physical damage.
SheLetTheDogsOut the level 22 cornac summoner was pierced to death by a skeleton master archer on level 1 of Ruined halfling complex.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Deep Wound from Skeleton master archer killed SheLetTheDogsOut!
Disarm A Trap: (direction keys to select where to disarm, shift+direction keys to move freely)
Saving game...
Saving done.
Your summoned fire drake hatchling disappears.
Your summoned fire drake hatchling disappears.
Your summoned fire drake disappears.
Talent Fire Drake is ready to use.
SheLetTheDogsOut uses Track.
Personal New Achievement: Utterly Destroyed!