










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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.
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: 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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. 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 | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Possessor |
| Level / Exp | 11 / 51% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 54.3315 (base 23) |
| Dexterity | 23.139 (base 12) |
| Constitution | 15 (base 10) |
| Magic | 13.5915 (base 10) |
| Willpower | 42 (base 35) |
| Cunning | 23.886 (base 12) |
Resources
| Life | 235/330 |
| Stamina | 210/210 |
| Psi | 191/191 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 1.3075389024273 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Stealth | 8 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 45 |
| Crit Chance | 14% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 51 |
| Crit Chance | 16% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Fire | +13% |
| Cold | +10% |
| Physical | +9% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Mind | +10% |
| Physical | +5% |
| Cold | +8% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16.7425 (35.65183292883%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 25 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Light | + 10%( 70%) |
| Cold | + 26%( 70%) |
| Lightning | + 10%( 70%) |
| Fire | + 13%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Stun Resistance | 11% |
| Disarm Resistance | 12% |
| Poison Resistance | 11% |
| Blind Resistance | 12% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 36 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 430% 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. |
Class Talents
| Psionic / Possession | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Body snatcher | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psionic Disruption |
| beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | insulating pair of rough leather boots of speed (0 def, 2 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +2 Resists +6% fire +6% cold A pair of boots made of leather. |
| Light source | Issedin2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Armour +2 Spell.save +9 (+5 eff.) Poison- +20% ---------- misc Max.hate +2.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cinderjeer the iron helm (0 def, 4 armour) =Stun=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +7 Dex dps ---------- Dmg.mod +3% fire Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +5% Stun/Frz- +20% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 204.1 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Dairehir the Rimeoozer (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +16 (+5 eff.) Melee Ret 2 cold ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +3% light Phys.save +18 (+8 eff.) Mind.save +6 (+3 eff.) Disarm- +21% 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. |
| Tool | Gilyromimnir the iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Phys.pwr +10 (+4 eff.) ---------- misc Psi/ret +0.04 Blast the opponent's mind dealing 118 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) Acc +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | Anithad the Frozenwilder0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Resists +9% cold Blind- +22% ---------- misc Infravis +4 See.Stealth +8 See.Invis +8 Rings make your fingers look great! |
| Around neck | restful copper amulet of constitution (+3) =3 Con=0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
| In main hand | steel longsword 'Earasachak' (123% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 123% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 mind +7 cold On Crit.r2 +8 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage While equipped: dps ---------- Mind.crit +1% Melee Ret 4 arcane Sharp, long, and deadly. |
| Around waist | Layamira =4 Cun=1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +1.0% Dmg.mod +6% acid +9% physical Res.pen +5% physical Against +16% Summoned ----- def ----- D.Red.from +16% Summoned Phys.save +12 (+6 eff.) Die.at -60.00 life A belt that goes around your waist. |
| In off hand | Eye of Summer (94% power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
| Cloak | Lisiwen (2 def, 0 armour) =4 Cun, 2 Con=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Cun +2 Con dps ---------- Dmg.mod +3% acid Res.pen +10% mind ----- def ----- Defense +2 (+1 eff.) Resists +3% lightning ---------- misc Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
healing infusion of the warrior (heal 167; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Eclipsevalor =3 Con=0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% * 10% chance to reduce all saves and defense by 24 ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
rogue's steel ring of power =3 Cun=0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
Velawyn the iron mace (109% power, 2 apr) =3 Con=3.0 T1 mace 1H weapon [Rare] Nature Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature While equipped: Stats +3 Con ----- def ----- Resists +3% light Phys.save +3 (+2 eff.) Die.at -20.00 life Confus- +20% Teleport- +20% Blunt and deadly. |
iron mace (105% power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
iron mace (104% power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
iron mace (108% power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Burnslice (75% power, 12 apr, nature damage) =4 Con=3.0 T1 mindstar 1H weapon [Rare] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Max.HP +12.00 HP.reg +0.60 ---------- misc See.Invis +3 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. |
mossy mindstar (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc 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. |
mossy mindstar (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc 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. |
Eilinutha4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +5 Dex dps ---------- Res.pen +9% physical ----- def ----- Defense +5 (+2 eff.) Resists +3% acid +6% mind ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 Longbows are used to shoot arrows at your foes. |
mighty elm longbow of lightning4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 lightning While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +14% lightning Longbows are used to shoot arrows at your foes. |
Giromichik the rough leather belt =3 Con=1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +2% physical Spell.save +14 (+7 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Lisyma the Splendourhunter1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Defense +9 (+4 eff.) Resists +3% lightning +3% physical Spell.save +6 (+3 eff.) Stealth +5 HP.reg +4.00 A belt that goes around your waist. |
Rainhunger (8 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +25% cold ----- def ----- Defense +8 (+4 eff.) Resists +3% lightning +3% cold Phys.save +15 (+7 eff.) Cut- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chillobsidian the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +9% blight +9% cold Res.pen +25% blight Melee Ret 4 cold ----- def ----- Armour +1 A pair of boots made of leather. |
pair of rough leather boots 'Dairufast' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Str dps ---------- Crit.mult +5.00% Spell.pwr +3 (+1 eff.) Res.pen +25% arcane Acc +5 (+2 eff.) ----- def ----- Armour +1 Resists +5% arcane A pair of boots made of leather. |
Freezefiend (0 def, 4 armour) =1 Cun=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.pwr +10 (+4 eff.) Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +2% Resists +6% cold Mind.save +9 (+5 eff.) ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
linen wizard hat 'Noyon' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Res.pen +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +6% cold +6% fire +3% temporal Spell.save +18 (+9 eff.) A pointy cloth hat, very wizardly... |
Ce'Nylerin the Willowsweep (0 def, 1 armour) =3 Con=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% acid +9% nature Res.pen +15% acid Melee Ret 2 nature ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Hirath the Nimbusweeper (5 def, 6 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +15% lightning ----- def ----- Armour +6 Defense +5 (+2 eff.) Fatigue +1% Resists +6% temporal +3% all Phys.save +9 (+5 eff.) HP.reg +2.00 Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
Lisitira the Flashmarrow (1 def, 0 armour) =3 Cun=2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +9% mind Phasing +10% ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.08 Light +1 Infravis +4 See.Stealth +6 See.Invis +7 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 19% and attempts to push all creatures other than yourself out of its radius, inflicting 3.78 light damage and 3.78 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Airlace (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +3 Dex dps ---------- Dmg.mod +12% lightning Acc +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/turn +1.00 Stam/ret +0.80 Equi/ret +1.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
54 alchemist agate0.0 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. |
Emissra the brass lantern2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Armour +2 Defense +10 (+5 eff.) Resists +3% mind Phys.save +9 (+5 eff.) Mind.save +9 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +20.00 Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Blazestreaker (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% light Res.pen +20% light ----- def ----- Resists +3% blight +9% fire +3% lightning ---------- misc Light +1 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Borirelin the Chargerot (dig speed 29 turns) =2 Cun, Dig=3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Res.pen +5% mind Acc +4 (+1 eff.) Melee Ret 4 mind 2 lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Xeruba the Cleanseknight [power 116] (15 cooldown) =Escorts=2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +3% acid Res.pen +15% acid ----- def ----- Resists +3% fire Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
piercing elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 38 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By XikoPossess the Ogre Possessor level 10
3rd Haze 122nd year of Ascendancy at 22:58 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By XikoPossess the Ogre Possessor level 3
65th Dusk 122nd year of Ascendancy at 19:23 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By XikoPossess the Ogre Possessor level 9
77th Dusk 122nd year of Ascendancy at 00:46 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By XikoPossess the Ogre Possessor level 1
61st Dusk 122nd year of Ascendancy at 04:56 see stats
Log
Degenerated skeleton warrior misses XikoPossess.
Vorurida the skeleton magus activates Kinetic Aura.
XikoPossess uses Shockstar.
XikoPossess's spell attains critical power!
Vorurida the skeleton magus is disprupted by psionic energies!
You collect a new ingredient: skeleton mage skull (1).
Degenerated skeleton warrior is dazed!
XikoPossess hits Degenerated skeleton warrior for 60 lightning damage.
XikoPossess hits Vorurida the skeleton magus for 115 physical, 7 mind, 8 cold, 54 lightning, 134 fire (317 total damage).
XikoPossess killed Vorurida the skeleton magus!
You pickup 0.60 gold pieces.
XikoPossess picks up (r.): pair of rough leather boots 'Dairufast' (0 def, 1 armour).
XikoPossess uses Knockback.
Degenerated skeleton warrior is not dazed anymore.
XikoPossess's spell attains critical power!
XikoPossess hits Degenerated skeleton warrior for 157 physical damage.
XikoPossess killed Degenerated skeleton warrior!
Resting starts...
The shield around XikoPossess crumbles.
Talent Knockback is ready to use.
XikoPossess calms down.
Talent Rune: Shielding is ready to use.
Talent Shockstar is ready to use.
Talent Ogric Wrath is ready to use.
Rested for 43 turns (stop reason: all resources and life at maximum).


























































