











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Solipsist |
| Level / Exp | 19 / 87% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 20 (base 13) |
| Magic | 10 (base 10) |
| Willpower | 52 (base 47) |
| Cunning | 45 (base 39) |
Resources
| Life | 257/257 |
| Psi | 291/291 |
| Healing Factor | 1.2070588855781 |
| Regeneration | 5.130000263707 |
Speed
| Mental | 0% |
| Attack | +5.6348531591159% |
| Movement | 0% |
| Spell | 0% |
| Global | +135.87301734735% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 38 |
| Crit Chance | 14% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 38 |
| Crit Chance | 14% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 22% |
| Speed | 0.94665725382674 |
Offense: Damage Bonus
| Lightning | +3% |
| Fire | +3% |
| Cold | +26% |
| Acid | +3% |
| Mind | +29% |
| Nature | +20% |
Offense: Damage Penetration
| Mind | +20% |
| Fire | +5% |
| Light | +5% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 23.91 |
| Spell Save | 27.76 |
| Mental Save | 37 |
Defense: Resistances
| Arcane | + 15%( 70%) |
| Mind | + 29%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 24%( 70%) |
| Darkness | + 19%( 70%) |
| Cold | + 55%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 54% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Silence Resistance | 20% |
| Poison Resistance | 47% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 313 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 157 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 564% 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. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Psionic / Mentalism | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Effects
| talent | Thought-Form: Bowman |
| talent | Lucid Dreamer |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+36% global speed). Clarity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed chunk of ghoul flesh. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | Areduromirath (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats Cun +1, Str +1 offense ------ Mind Crit +2% Mindpower +15 (+4 eff.) defense ------ Armor +1 Mind save +3 (+2 eff.) Life Regen +2.00 Healmod +12% other ------- Max psi +10.00 A pair of boots made of leather. |
| Light source | Belyrimira the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Wil +1, Con +3 offense ------ Damage +6% mind Ignore resists +15% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 35 defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +7 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat 'Sepsisraptor' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +14% mind Ignore resists +5% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 35 defense ------ Defense +1 (+1 eff.) Resistance +11% mind, +5% arcane A pointy cloth hat, very wizardly... |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 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 | extending steel torque of psionic shield [power 43] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Duathelfurnace'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Mind Crit +3% Mindpower +5 (+1 eff.) Damage +9% nature, +11% cold When Hit 4 darkness defense ------ Resistance +22% cold Mind save +3 (+2 eff.) other ------- Hate-on-crit +1.00 Rings make your fingers look great! |
| On fingers | Emigawyn the Blazestone0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +5 (+2 eff.) Damage +3% lightning Accuracy +10 (+6 eff.) defense ------ Resistance +3% light Life Regen +1.00 Stun Resist +26% other ------- Max stamina +30.00 Rings make your fingers look great! |
| Around neck | Glywe the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: defense ------ Armor +4 Defense +15 (+8 eff.) Resistance +16% lightning, +9% light Unlife -40.00 life Blind Resist +10% Silence Resist +20% Stun Resist +28% Amulets make your neck look great! |
| In main hand | thorny mindstar 'Blindjustice' (96% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +20 item darkness numbing +10 item acid corrode On Hit: * 20% chance to reduce damage dealt by 29% * 10% chance to reduce armor by 15% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +3% acid Ignore resists +5% light defense ------ Resistance +9% darkness, +3% light Life +23.00 Life Regen +1.00 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. |
| Around waist | Mighty Girdle1.0 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 | absorbing thorny mindstar (97% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) defense ------ Resistance +10% lightning, +8% fire +6% cold other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption 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 | Xerinn the Heatgrit (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Cun +1, Dex +2 offense ------ Damage +9% mind, +3% fire Ignore resists +5% fire When Hit 2 fire On-Hit (Melee): * 10% chance to slow global speed by 63% defense ------ Defense +1 (+1 eff.) Resistance +9% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | verdant cashmere robe of frost (+22%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats Con +4 offense ------ Damage +6% nature, +15% cold defense ------ Resistance +11% all, +22% cold Poison Resist +27% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the psychic (speed 774%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 774% 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 Willpower 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 |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 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... |
Xeruta the Blackpulverizer0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Dex +3 offense ------ Damage +6% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 29% defense ------ Resistance +6% acid, +11% fire, +13% cold other ------- See Invisibility +12 Amulets make your neck look great! |
copper amulet of perfection (0.11 Psionic / Dream Forge,0.11 Psionic / Distortion)0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.11 Psionic/Dream Forge +0.11 Psionic/Distortion Amulets make your neck look great! |
insulating copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Cun +2 defense ------ Resistance +11% fire, +11% cold Amulets make your neck look great! |
mindweaver's steel amulet of dexterity (+2)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats Dex +2, Wil +2 offense ------ Mindpower +7 (+2 eff.) defense ------ Mind save +5 (+3 eff.) Confus Resist +12% Amulets make your neck look great! |
restful steel amulet of magic (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats Mag +3 defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
wizard's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats Mag +3 defense ------ Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
conjurer's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats Mag +5, Wil +4 offense ------ Spellpower +5 (+5 eff.) Rings make your fingers look great! |
Duroledas0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats Str +1, Dex +4, Cun +1 offense ------ Critical power +15.00% Damage +12% temporal defense ------ Resistance +12% temporal Rings make your fingers look great! |
marksman's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats Dex +3 offense ------ Accuracy +6 (+4 eff.) Rings make your fingers look great! |
warrior's gold ring of darkness (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats Str +3 offense ------ Damage +12% darkness defense ------ Armor +6 Resistance +24% darkness Rings make your fingers look great! |
wizard's gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats Mag +4 defense ------ Spell save +8 (+3 eff.) Mind save +10 (+4 eff.) Confus Resist +23% Rings make your fingers look great! |
nature's mossy mindstar of life (72% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind 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: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +3% nature defense ------ Resistance +3% blight Life +12.00 Life Regen +0.50 Disease Resist +11% 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. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats Cun +3, Dex +2 defense ------ Defense +16 (+9 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 66.49 to 199.47 lightning damage (132.98 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
hardened leather belt 'Layakira'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats Str +3, Dex +4 offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 35 defense ------ Crit Resistance 15.00% Spell save +6 (+2 eff.) Life Regen +1.80 Healmod +13% other ------- Infravision +2 A belt that goes around your waist. |
stabilizing linen wizard hat of time (+10%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Master While equipped: Stats Wil +3 offense ------ Damage +10% temporal defense ------ Defense +1 (+1 eff.) Resistance +10% temporal Physical save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Dex +3 defense ------ Armor +1 Fatigue +1% Physical save +10 (+4 eff.) A cap made of leather. |
Emelebeth the Chargeknight (0 def, 5 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats Cun +3, Dex +2 offense ------ Damage +6% lightning, +3% mind Ignore resists +10% mind Ignore Armor +5 defense ------ Armor +5 Fatigue +5% Resistance +9% acid, +3% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 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. |
6 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. |
4 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. |
3 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. |
3 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. |
5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 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. |
123 alchemist agate0.0 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. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +1 other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (1/1)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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Agni the Cornac Solipsist level 11
51st Dusk 122nd year of Ascendancy at 18:58 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Agni the Cornac Solipsist level 10
8th Mirth 122nd year of Ascendancy at 18:17 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Agni the Cornac Solipsist level 9
3rd Mirth 122nd year of Ascendancy at 05:13 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Agni the Cornac Solipsist level 11
1st Flare 122nd year of Ascendancy at 04:54 see stats
Log
You gain 1.89 gold from the transmogrification of hardened leather sling of lightning.
You gain 2.95 gold from the transmogrification of mighty ash longbow.
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 6th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
Today is the 7th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Ran for 14 turns (stop reason: hostile spotted to the northeast (ziguranth patrol)).
Saving done.
Today is the 8th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:45.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Resting starts...
Rested for 155 turns (stop reason: all resources and life at maximum).
There is a portal back here (press '' or right click to use).
Ran for 40 turns (stop reason: at exit).
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.






















































































