









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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
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:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Mindslayer |
| Level / Exp | 12 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Poluba the large brown snake at level 9 on the 7th Mirth 122nd year of Ascendancy at 05:33 0 / 5Killed by Nerariatta the netherworm mass at level 11 on the 2nd Summertide 122nd year of Ascendancy at 05:50 Killed by Emeluminne the large white snake at level 11 on the 6th Flare 122nd year of Ascendancy at 13:34 Killed by Porevea the black bear at level 12 on the 7th Flare 122nd year of Ascendancy at 08:03 Killed by Porevea the black bear at level 12 on the 7th Flare 122nd year of Ascendancy at 10:18 |
Primary Stats
| Strength | 12 (base 11) |
| Dexterity | 10 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 38 (base 30) |
| Cunning | 36 (base 34) |
Resources
| Life | -101/300 |
| Equilibrium | 9 |
| Psi | 7/128 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325008 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.0206059048178E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 16 |
| Crit Chance | 12% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +11% |
| Physical | +3% |
| Mind | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 27.118138619369 (56.297102139833%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 12 |
| Physical Save | 15 |
| Spell Save | 17 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 6%( 70%) |
| Nature | + 28%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| 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 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 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: 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 189 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 |
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 Possessed. | 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: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * '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 giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed sandworm tooth. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 |
Equipment
| Psionic focus | chilling steel battleaxe of massacre (142% power, 2 apr)3.0 Encumbrance T2 battleaxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 142% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 cold Massive two-handed battleaxes. |
| Light source | Frostnigh2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +6% lightning, +3% cold +5% arcane Unlife -20.00 life Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +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 | Ivelle the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Cun +2, Wil +3 offense ------ Physical Crit +1.0% Critical power +15.00% Mindpower +14 (+6 eff.) defense ------ Armor +3 Fatigue +5% other ------- EQ when Hit +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+5 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. |
| On fingers | titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats Con +3 defense ------ Physical save +6 (+5 eff.) Rings make your fingers look great! |
| On fingers | mule's copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% nature defense ------ Fatigue -5% Resistance +22% nature other ------- Encumbrance +21 Rings make your fingers look great! |
| Around waist | Bethetta1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Critical power +15.00% Damage +3% physical defense ------ Mind save +3 (+2 eff.) Life +32.00 other ------- Psi when Hit +0.04 See Invisibility +6 A belt that goes around your waist. |
| In main hand | Treetouch (138% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +8 nature While equipped: offense ------ Damage +3% mind When Hit 4 mind Massive two-handed mauls. |
| On feet | Haneharasta (4 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +5 (+3 eff.) Accuracy +5 (+5 eff.) defense ------ Armor +5 Defense +4 (+4 eff.) Fatigue +2% Resistance +6% nature Crit Resistance 10.00% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats Str +1, Con +1 defense ------ Defense +1 (+1 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable iron mail armour (2 def, 11 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
Inventory
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
warrior's copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Cun +3 defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Belyleth (135% power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Master Weapon Damage 136% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +3% nature Cut Resist +10% Massive two-handed battleaxes. |
Shantiz the Stormblade (120% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 121% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats Dex +20 defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Hellswarden the mossy mindstar (75% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 75% 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% On-hit +4 fire While equipped: Stats Cun +2 offense ------ Mind Crit +1% Critical power +11.00% Mindpower +2 (+1 eff.) Damage +9% cold defense ------ Mind save +6 (+3 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. |
Stormquill the mossy mindstar (75% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 75% 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% On-hit +4 acid While equipped: Stats Dex +3, Wil +3, Con +1 offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Resistance +3% lightning Crit Resistance 15.00% Spell save +3 (+3 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. |
Cyratta (111% power, 2 apr, temporal element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +3 (+3 eff.) Damage +10% temporal defense ------ Resistance +6% blight, +3% lightning Unlife -40.00 life Disarm Resist +10% Teleport Resist +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lustretorrent the elm starstaff (111% power, 2 apr, temporal element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Dex +2 offense ------ Spell Crit +7% Critical power +10.00% Spellpower +3 (+3 eff.) Damage +10% temporal, +3% cold defense ------ Resistance +1% physical other ------- Max positive +5.00 Max negative +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ivyma1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Mag +3 defense ------ Life Regen +0.70 Healmod +11% other ------- Light +3 See Invisibility +6 A belt that goes around your waist. |
rough leather belt 'Berakan'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Str +3, Mag +2 offense ------ Physical Power +5 (+3 eff.) When Hit 4 physical defense ------ Defense +5 (+5 eff.) Life +33.00 other ------- Max stamina +10.00 A belt that goes around your waist. |
Saliba the Fogfurnace (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Wil +3 offense ------ Physical Crit +1.0% Physical Power +2 (+1 eff.) Mindpower +5 (+3 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -3% Resistance +3% darkness Mind save +3 (+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. |
Ebonyquill (3 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Dex +3, Mag +3 offense ------ Ignore resists +20% darkness defense ------ Armor +3 Defense +3 (+3 eff.) Fatigue +2% other ------- Light +2 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 14% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glyleta (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Cun +1 offense ------ Spellpower +5 (+5 eff.) Mindpower +5 (+3 eff.) Spellpower/crit +6 defense ------ Armor +3 Fatigue -3% Physical save +6 (+5 eff.) other ------- Encumbrance +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Olesin the Lavahue (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% light defense ------ Armor +3 Fatigue -3% Resistance +12% nature Physical save +6 (+5 eff.) Life +20.00 other ------- Encumbrance +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots (0 def, 1 armour) =LR5=2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +5% lightning, +6% temporal A pair of boots made of leather. |
Mardisin the Shadowmaim (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Wil +2 offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Defense +1 (+1 eff.) Resistance +12% cold, +6% fire other ------- EQ when Hit +0.70 Psi when Hit +0.80 Hate when Hit +0.70 Light +1 A pointy cloth hat, very wizardly... |
Zugund the Crackletreason (1 def, 0 armour) =LR6=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% acid, +3% fire Ignore resists +10% lightning, +20% acid defense ------ Defense +1 (+1 eff.) Resistance +6% lightning, +6% temporal +9% acid A pointy cloth hat, very wizardly... |
iron helm 'Giluyathel' (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Cun +3, Wil +2 offense ------ Physical Power +15 (+7 eff.) Mindpower +4 (+2 eff.) Ignore resists +5% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Armor +5 Fatigue +5% other ------- Stamina/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Goda' (1 def, 6 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +3% acid, +3% temporal other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
2 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. |
174 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. |
Splendourmire (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats Str +1, Wil +3 offense ------ Damage +6% nature defense ------ Resistance +14% nature Cut Resist +10% Stun Resist +10% other ------- Psi when Hit +0.12 Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Flashsaw the brass lantern =LR9=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +3% lightning Ignore resists +15% lightning defense ------ Resistance +9% lightning, +3% cold +3% darkness Mind save +5 (+3 eff.) other ------- Light +3 See Stealth +5 See Invisibility +8 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
4 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. |
7 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. |
6 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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By INSANE MINDSLAYER the Cornac Mindslayer level 10
7th Mirth 122nd year of Ascendancy at 09:10 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By INSANE MINDSLAYER the Cornac Mindslayer level 11
1st Flare 122nd year of Ascendancy at 22:08 see stats
Log
Talent Nature's Touch is ready to use.
---------- Turn 11 ----------
INSANE MINDSLAYER has regained its confidence.
INSANE MINDSLAYER seems more focused.
INSANE MINDSLAYER is not stunned anymore.
INSANE MINDSLAYER is less vulnerable.
Ran for 3 turns (stop reason: hostile spotted to the southwest (Porevea the black bear)).
---------- Turn 12 ----------
Porevea the black bear receives 2 healing (2 psi heal).
Talent Telekinetic Smash is ready to use.
Talent Mindhook is ready to use.
Porevea the black bear uses Mind Sear.
Porevea the black bear hits INSANE MINDSLAYER for 97 mind damage.
---------- Turn 13 ----------
Porevea the black bear receives 2 healing (2 psi heal).
Porevea the black bear uses Sleep.
INSANE MINDSLAYER has been put to sleep.
---------- Turn 14 ----------
You are asleep and unable to move!
You are asleep and unable to move!
Porevea the black bear receives 2 healing (2 psi heal).
INSANE MINDSLAYER is suffering from insomnia.
---------- Turn 15 ----------
You are asleep and unable to move!
Porevea the black bear uses Mind Sear.
Porevea the black bear hits INSANE MINDSLAYER for 97 mind damage.
INSANE MINDSLAYER the level 12 cornac mindslayer was mindraped to death by Porevea the black bear on level 1 of Scintillating Caves.
---------- Turn 16 ----------
INSANE MINDSLAYER is no longer sleeping.
Porevea the black bear prepares for the next kill!











































































