












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Solipsist |
| Level / Exp | 23 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 13 on the 14th Profit 122nd year of Ascendancy at 02:45 0 / 6Killed by ultimate gwelgoroth at level 18 on the 19th Iron 123rd year of Ascendancy at 23:19 Killed by Urkis, the High Tempest at level 18 on the 20th Iron 123rd year of Ascendancy at 05:13 Killed by red jelly at level 18 on the 20th Iron 123rd year of Ascendancy at 06:09 Killed by Animated elemental dwarven-steel longsword of crippling at level 21 on the 29th Steel 123rd year of Ascendancy at 10:41 Killed by elven corruptor at level 23 on the 30th Gold 123rd year of Ascendancy at 07:29 |
| Antimagic | Follower |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 16 (base 13) |
| Magic | 8 (base 10) |
| Willpower | 69 (base 52) |
| Cunning | 57 (base 46) |
Resources
| Life | -32/439 |
| Equilibrium | 18 |
| Psi | 82/414 |
| Healing Factor | 1.1745771506545 |
| Regeneration | 2.4078831588417 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 35.580577165004 |
| See Invisible | 35.580577165004 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 42 |
| Crit Chance | 19% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 42 |
| Crit Chance | 17% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +3% |
| Nature | +5% |
| Cold | +25% |
| Fire | +22% |
| Mind | +4% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Acid | +5% |
| Mind | +2% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 2 |
| Physical Save | 24.52 |
| Spell Save | 31.45 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 40%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 14%( 70%) |
| Mind | + 29%( 70%) |
| Darkness | + 14%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Pinning Resistance | 48% |
| Confusion Resistance | 31% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 46% |
| Poison Resistance | 20% |
| Knockback Resistance | 48% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. |
| 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: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Thought-Forms | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost warrior from death by snow giant thunderer. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed red crystal shard. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus 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 giant spider spinneret. * You've found the needed bloated horror heart. 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.' * You've found the needed pouch of faeros ash. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of luminous horror dust. | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern 'Obsidiandash'2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +3% acid +6% darkness +3% cold +3% nature +3% lightning Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat of fire (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Defense +1 (+0 eff.) Resistance +15% fire A pointy cloth hat, very wizardly... |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | steel torque of mindblast 'Charquench' [power 170] (12/13 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +12% fire defense ------ Defense +25 (+10 eff.) Crit Resistance 10.00% other ------- Psi when Hit +0.16 Blast the opponent's mind dealing 176 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life +27.00 Disarm Resist +23% Pinning Resist +24% Knockbk Resist +22% other ------- Encumbrance +21 Rings make your fingers look great! |
| On fingers | marksman's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+4 eff.) defense ------ Life +30.00 Disarm Resist +23% Pinning Resist +24% Knockbk Resist +26% Rings make your fingers look great! |
| Around neck | clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% mind Confus Resist +21% Amulets make your neck look great! |
| In main hand | Eye of Winter (8-8 power, 18 apr, cold damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 49% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +7 (+3 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
| Around waist | grounding rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +6% temporal Life +34.00 A belt that goes around your waist. |
| In off hand | vined mindstar 'Weepwar' (4-4 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 4.0 - 4.4 Nature Uses 49% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Resonance +7% Damage +4% mind Ignore resists +2% mind +10% nature On-Hit (Melee): * 10% chance to slow global speed by 60% defense ------ Resistance +12% mind Spell save +3 (+1 eff.) Mind save +3 (+1 eff.) other ------- Psi/turn +0.50 Psi when Hit +0.50 Max psi +19.00 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 | Lightoozer (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +3% light Ignore resists +5% acid defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +6% light +6% blight +9% fire +5% arcane +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | tormentor's woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun offense ------ Critical power +12.00% defense ------ Resistance +6% blight +9% all Life +47.00 Life Regen +1.80 Healmod +12% other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion (speed 453%; cd 8)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 453% 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. 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 94; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 94 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. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
insulating copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +10% fire +10% cold Amulets make your neck look great! |
marksman's steel ring of fire (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +10% fire Accuracy +4 (+4 eff.) defense ------ Resistance +20% fire Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Rings make your fingers look great! |
steel ring of nature (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
titan's steel ring of lightning (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +12% lightning defense ------ Resistance +24% lightning Physical save +8 (+3 eff.) Rings make your fingers look great! |
Bloomsoul (8-8 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 41 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
blooming mossy mindstar of balance (2-2 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Physical save +3 (+1 eff.) Spell save +3 (+1 eff.) Mind save +2 (+1 eff.) Healmod +11% Heal-on-summon +10 other ------- EQ when Hit +0.50 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. |
gifted vined mindstar of clarity (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +9 (+3 eff.) defense ------ Mind save +4 (+1 eff.) other ------- Max psi +10.00 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. |
hateful vined mindstar (5-5 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +5% mind +5% darkness Ignore resists +6% mind +7% darkness other ------- Max hate +4.00 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. |
inquisitor's thorny mindstar of disruption (9-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature/Disrupt Weapon Damage 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% Damage Against +6% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Critical: * Deals 90 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (3-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blurring rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Defense +10 (+5 eff.) Spell save +6 (+2 eff.) Stealth +6 other ------- Size +1 A belt that goes around your waist. |
Bethamina (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str +2 Dex +2 Con offense ------ Critical power +15.00% Accuracy +5 (+5 eff.) defense ------ Armor +2 Defense +1 (+0 eff.) Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Urthakor' (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +3 Wil offense ------ Physical Crit +2.0% Physical Power +3 (+1 eff.) Mindpower +10 (+3 eff.) When Hit 6 mind defense ------ Defense +12 (+6 eff.) Fatigue -4% Physical save +8 (+3 eff.) Mind save +7 (+2 eff.) other ------- Hate-on-crit +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +1 (+0 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing linen robe of the mountain (+11%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +11% physical defense ------ Resistance +7% all +11% physical other ------- Mana/turn +0.10 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of nature (+21%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +14% nature defense ------ Resistance +21% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gleamserpent (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% light When Hit 2 light defense ------ Armor +3 Resistance +6% lightning +3% light +15% nature other ------- Light +3 Infravision +2 A pair of boots made of leather. |
Isekira the Gloomkill (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Str defense ------ Armor +1 Resistance +5% lightning +6% temporal +3% darkness +2% physical A pair of boots made of leather. |
rejuvenating dwarven-steel plate armour (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego] Nature While equipped: defense ------ Armor +11 Fatigue +22% Life Regen +2.60 other ------- Stamina/turn +1.10 A suit of armour made of metal plates. |
6 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. |
57 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. |
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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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.(125 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +5 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. |
dreamer's brass lantern2.0 Encumbrance T1 lite [Ego+] Psionic While equipped: offense ------ Mind Crit +5% Mindpower +5 (+2 eff.) defense ------ Mind save +5 (+2 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
steel torque of psionic shield [power 45] (12/22 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
13 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. |
7 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. |
6 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. |
4 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. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Solis the Dwarf Solipsist level 15
40th Dearth 122nd year of Ascendancy at 08:24 see stats
Bringer of Doom
Killed a Bringer of Doom.By Solis the Dwarf Solipsist level 20
28th Steel 123rd year of Ascendancy at 04:12 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Solis the Dwarf Solipsist level 16
18th Loss 122nd year of Ascendancy at 09:02 see stats
Exterminator
Killed 1000 creatures.By Solis the Dwarf Solipsist level 18
29th Iron 123rd year of Ascendancy at 19:19 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Solis the Dwarf Solipsist level 22
42nd Steel 123rd year of Ascendancy at 05:55 see stats
Level 10
Got a character to level 10.By Solis the Dwarf Solipsist level 10
4th Profit 122nd year of Ascendancy at 00:33 see stats
Level 20
Got a character to level 20.By Solis the Dwarf Solipsist level 20
31st Iron 123rd year of Ascendancy at 14:18 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Solis the Dwarf Solipsist level 5
19th Voratun 122nd year of Ascendancy at 01:46 see stats
The Arena
Unlocked Arena mode.By Solis the Dwarf Solipsist level 10
4th Profit 122nd year of Ascendancy at 20:15 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Solis the Dwarf Solipsist level 21
29th Steel 123rd year of Ascendancy at 15:23 see stats
Log
Elven blood mage's spell attains critical power!
Solis is free from the epidemic.
Solis slows down.
Solis converts some damage to Psi!
Elven blood mage hits Solis for 39 to psi, 57 blight (97 total damage).
Elven blood mage receives 42 healing.
Elven blood mage's dazing lightning area effect hits Islodarin the elven tempest for 26 lightning damage.
Solis regains balance.
Solis receives 3 healing (3 psi heal).
Islodarin the elven tempest fails to use Lightning.
Elven corruptor casts Soul Rot.
Elven blood mage casts Drain.
Elven blood mage's spell attains critical power!
Solis converts some damage to Psi!
Elven blood mage hits Solis for 40 to psi, 59 blight (100 total damage).
Elven blood mage's dazing lightning area effect hits Islodarin the elven tempest for 26 lightning damage.
Solis activates his steel torque of mindblast 'Charquench'!
Islodarin the elven tempest is not dazed anymore.
Solis hits Islodarin the elven tempest for 133 mind damage.
Solis is no longer attuned.
Solis receives 3 healing (3 psi heal).
Islodarin the elven tempest casts Lightning.
Solis attunes to the damage.
Solis converts some damage to Psi!
Islodarin the elven tempest hits Solis for 29 to psi, 43 lightning (73 total damage).
Islodarin the elven tempest's fully exits the shadows.
Solis converts some damage to Psi!
Elven corruptor's Soul Rot hits Solis for 42 to psi, 62 blight (105 total damage).
Solis the level 23 dwarf solipsist was plagued to death by an elven corruptor on level 1 of Mark of the Spellblaze.






































































































