








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon 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:
Prophecy Management 1.7.0Adds a new talent Prophecy Management, for easier management of the prophecies associated with Grand Oration, Twofold Curse and Revelation. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Evolution for Brawler 1.7.6Currently adds one evolution, the Tempered Hand. When you enter combat while all of your talents are off cooldown, you gain 1 combo point. When you gain combo points you also gain 15% of a turn per point gained (points that would be gained beyond your limited do not count). When you would generate combo points beyond your limit, each extra point will increase your maximum number of counter attacks by 1 for 1 turn. When you spend combo points you will instantly trigger Open Palm Block for the same number of combo points, ignoring cost, cooldown, and failure chance. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Portable Item Vault 1.7.4Add a portable item vault to your inventory! Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. 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.
Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Display Luck on character sheet. 1.7.6Simple addon that displays "hidden" Luck stat on character sheet. 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. astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected:
Chat dialogs currently affected:
Chats with NPC portraits added:
Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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.
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Escort Life Adjustment 1.7.0Allows the player to set the minimum life and life regen of escorts as a setting in the Gameplay menu. This should be more compatible with addons that change the escort quests, as it uses the provided hook to loop through the escort data structure and adjusts max_life and life_regen values on the actors. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Mob Class Adjuster 1.7.4Allows you to toggle which classes can or cannot appear on random bosses and rares. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Cleaner Item Descriptions Revised (Wide) 1.7.0gliktch: All I did was edit the max width of item popups from 400 to 666 so things don't wrap when using ToME at 150% font size, and also added a space before the 'Weapon Damage' item in weapon descriptions to correctly align that Original description: This 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 True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. White Monk No Way of The Spirit Active Block 1.7.6Adds the White Monk, a warrior subclass. Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Male |
| Race | Crescent |
| Class | Solipsist |
| Level / Exp | 24 / 60% |
| Size | huge |
| Lifes / Deaths | Killed by maulotaur at level 12 on the 1st Summertide 122nd year of Ascendancy at 13:37 / 78Killed by minotaur mindscrew at level 12 on the 1st Summertide 122nd year of Ascendancy at 15:32 Killed by alchemist golem at level 12 on the 1st Summertide 122nd year of Ascendancy at 19:05 Killed by Yvylralle the golem at level 12 on the 1st Summertide 122nd year of Ascendancy at 21:09 Killed by Yvylralle the golem at level 12 on the 1st Summertide 122nd year of Ascendancy at 21:47 Killed by Yvylralle the golem at level 12 on the 1st Summertide 122nd year of Ascendancy at 22:21 Killed by Yvylralle the golem at level 12 on the 1st Summertide 122nd year of Ascendancy at 22:34 Killed by Yvylralle the golem at level 12 on the 1st Summertide 122nd year of Ascendancy at 22:43 Killed by Yvylralle the golem at level 12 on the 1st Summertide 122nd year of Ascendancy at 22:59 Killed by Yvylralle the golem at level 12 on the 1st Summertide 122nd year of Ascendancy at 23:11 Killed by Yvylralle the golem at level 12 on the 1st Summertide 122nd year of Ascendancy at 23:27 Killed by Yvylralle the golem at level 12 on the 1st Summertide 122nd year of Ascendancy at 23:39 Killed by Yvylralle the golem at level 12 on the 1st Summertide 122nd year of Ascendancy at 23:51 Killed by Yvylralle the golem at level 12 on the 2nd Summertide 122nd year of Ascendancy at 00:05 Killed by Ivolaith the whitehoof hailstorm at level 13 on the 2nd Summertide 122nd year of Ascendancy at 04:54 Killed by minotaur mindscrew at level 13 on the 2nd Summertide 122nd year of Ascendancy at 05:00 Killed by Ivolaith the whitehoof hailstorm at level 13 on the 2nd Summertide 122nd year of Ascendancy at 05:05 Killed by Ivolaith the whitehoof hailstorm at level 13 on the 2nd Summertide 122nd year of Ascendancy at 05:14 Killed by Ivolaith the whitehoof hailstorm at level 13 on the 2nd Summertide 122nd year of Ascendancy at 05:21 Killed by Ivolaith the whitehoof hailstorm at level 13 on the 2nd Summertide 122nd year of Ascendancy at 05:27 Killed by Ivolaith the whitehoof hailstorm at level 13 on the 2nd Summertide 122nd year of Ascendancy at 05:32 Killed by Glebrelaith the whitehoof maulotaur at level 13 on the 2nd Summertide 122nd year of Ascendancy at 06:33 Killed by Zubamina the broken golem at level 13 on the 2nd Summertide 122nd year of Ascendancy at 06:39 Killed by Zubamina the broken golem at level 13 on the 2nd Summertide 122nd year of Ascendancy at 06:45 Killed by Zubamina the broken golem at level 13 on the 2nd Summertide 122nd year of Ascendancy at 06:51 Killed by Glebrelaith the whitehoof maulotaur at level 13 on the 2nd Summertide 122nd year of Ascendancy at 07:15 Killed by whitehoof ghoul at level 13 on the 2nd Summertide 122nd year of Ascendancy at 07:37 Killed by minotaur at level 13 on the 2nd Summertide 122nd year of Ascendancy at 08:49 Killed by broken golem at level 13 on the 2nd Summertide 122nd year of Ascendancy at 09:00 Killed by alchemist golem at level 13 on the 2nd Summertide 122nd year of Ascendancy at 11:25 Killed by whitehoof ghoul at level 13 on the 2nd Summertide 122nd year of Ascendancy at 11:32 Killed by alchemist golem at level 13 on the 2nd Summertide 122nd year of Ascendancy at 11:40 Killed by whitehoof ghoul at level 13 on the 2nd Summertide 122nd year of Ascendancy at 11:49 Killed by whitehoof ghoul at level 13 on the 2nd Summertide 122nd year of Ascendancy at 11:55 Killed by Neryssra the minotaur at level 13 on the 2nd Summertide 122nd year of Ascendancy at 11:59 Killed by alchemist golem at level 13 on the 2nd Summertide 122nd year of Ascendancy at 12:20 Killed by Neryssra the minotaur at level 13 on the 2nd Summertide 122nd year of Ascendancy at 12:26 Killed by Neryssra the minotaur at level 13 on the 2nd Summertide 122nd year of Ascendancy at 12:34 Killed by whitehoof maulotaur at level 13 on the 2nd Summertide 122nd year of Ascendancy at 16:22 Killed by Cyrotira the golem at level 13 on the 2nd Summertide 122nd year of Ascendancy at 16:35 Killed by Cyrotira the golem at level 13 on the 2nd Summertide 122nd year of Ascendancy at 16:46 Killed by golem at level 13 on the 2nd Summertide 122nd year of Ascendancy at 16:57 Killed by Cyrotira the golem at level 13 on the 2nd Summertide 122nd year of Ascendancy at 17:08 Killed by Cyrotira the golem at level 13 on the 2nd Summertide 122nd year of Ascendancy at 17:31 Killed by Cyrotira the golem at level 13 on the 2nd Summertide 122nd year of Ascendancy at 17:40 Killed by Xerirebeth the minotaur mindscrew at level 13 on the 2nd Summertide 122nd year of Ascendancy at 20:52 Killed by Xerirebeth the minotaur mindscrew at level 13 on the 2nd Summertide 122nd year of Ascendancy at 21:05 Killed by Xerirebeth the minotaur mindscrew at level 13 on the 2nd Summertide 122nd year of Ascendancy at 21:11 Killed by Xerirebeth the minotaur mindscrew at level 13 on the 2nd Summertide 122nd year of Ascendancy at 21:18 Killed by Xerirebeth the minotaur mindscrew at level 13 on the 2nd Summertide 122nd year of Ascendancy at 21:29 Killed by alchemist golem at level 13 on the 2nd Summertide 122nd year of Ascendancy at 21:37 Killed by golem at level 13 on the 3rd Summertide 122nd year of Ascendancy at 02:29 Killed by minotaur at level 13 on the 3rd Summertide 122nd year of Ascendancy at 02:35 Killed by whitehoof ghoul at level 13 on the 3rd Summertide 122nd year of Ascendancy at 02:42 Killed by minotaur at level 13 on the 3rd Summertide 122nd year of Ascendancy at 02:48 Killed by whitehoof ghoul at level 14 on the 3rd Summertide 122nd year of Ascendancy at 06:29 Killed by Velilaith the whitehoof ghoul at level 14 on the 3rd Summertide 122nd year of Ascendancy at 14:25 Killed by Elothra the alchemist golem at level 14 on the 3rd Summertide 122nd year of Ascendancy at 17:49 Killed by minotaur mindscrew at level 14 on the 3rd Summertide 122nd year of Ascendancy at 18:23 Killed by minotaur at level 14 on the 3rd Summertide 122nd year of Ascendancy at 18:40 Killed by Aerosewen the whitehoof ghoul at level 14 on the 3rd Summertide 122nd year of Ascendancy at 20:45 Killed by Aerosewen the whitehoof ghoul at level 14 on the 3rd Summertide 122nd year of Ascendancy at 20:51 Killed by Aerosewen the whitehoof ghoul at level 14 on the 3rd Summertide 122nd year of Ascendancy at 20:58 Killed by quasit at level 14 on the 3rd Summertide 122nd year of Ascendancy at 22:50 Killed by Emelibrethra the whitehoof ghoul at level 14 on the 3rd Summertide 122nd year of Ascendancy at 23:07 Killed by golem at level 14 on the 1st Flare 122nd year of Ascendancy at 09:37 Killed by The Glass Golem at level 14 on the 1st Flare 122nd year of Ascendancy at 09:48 Killed by The Glass Golem at level 14 on the 1st Flare 122nd year of Ascendancy at 10:08 Killed by The Glass Golem at level 14 on the 1st Flare 122nd year of Ascendancy at 10:34 Killed by The Glass Golem at level 14 on the 1st Flare 122nd year of Ascendancy at 10:43 Killed by The Glass Golem at level 14 on the 1st Flare 122nd year of Ascendancy at 11:19 Killed by The Glass Golem at level 14 on the 1st Flare 122nd year of Ascendancy at 11:30 Killed by The Glass Golem at level 14 on the 1st Flare 122nd year of Ascendancy at 11:51 Killed by The Glass Golem at level 14 on the 1st Flare 122nd year of Ascendancy at 12:01 Killed by The Glass Golem at level 14 on the 1st Flare 122nd year of Ascendancy at 12:13 Killed by The Glass Golem at level 14 on the 1st Flare 122nd year of Ascendancy at 12:29 Killed by Bill the Stone Troll at level 15 on the 1st Flare 122nd year of Ascendancy at 15:34 Killed by The Fragmented Essence of Harkor'Zun at level 22 on the 72nd Dusk 122nd year of Ascendancy at 16:24 |
Primary Stats
| Strength | 29 (base 3) |
| Dexterity | 22 (base 10) |
| Constitution | 25 (base 14) |
| Magic | 10 (base 6) |
| Willpower | 90 (base 54) |
| Cunning | 76 (base 54) |
Resources
| Life | 293/299 |
| Psi | 440/442 |
| Healing Factor | 1.5245178243369 |
| Regeneration | 9.833139966973 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +146.91324180213% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 4 |
| See Stealth | 3 |
| See Invisible | 3 |
| ESP Range | 11 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 48 |
| Crit Chance | 24% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 48 |
| Crit Chance | 27% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Acid | +10% |
| Temporal | +34% |
| Nature | +23% |
| Physical | +13% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Temporal | +10% |
| Physical | +30% |
| Mind | +30% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 5 |
| Physical Save | 64 |
| Spell Save | 64 |
| Mental Save | 64 |
Defense: Resistances
| Mind | + 57%( 70%) |
| Acid | + 57%( 70%) |
| Light | + 44%( 70%) |
| Temporal | + 59%( 70%) |
| Nature | + 52%( 70%) |
| Physical | + 49%( 70%) |
| Fire | + 46%( 70%) |
| All | + 42%( 70%) |
Defense: Immunities
| Fear Resistance | 60% |
| Knockback Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 366 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: 16 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 34% 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: 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 236 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 77 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 Strength stat. |
Class Talents
| Psionic / Psychic Assault | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Solipsism | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Slumber | 1.70 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Crescent Werewolf | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Lucid Dreamer |
| detrimental effect | Returned to reality, reducing resistances by 8% Faded |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+47% global speed). Clarity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +8. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+2 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+2 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 73. | 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. | 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 avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed naga tongue. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vial of squid ink. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the 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.' * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm tooth. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
Equipment
| On feet | Duradorath the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Str +3, Con +4 offense ------ Damage +9% temporal Ignore resists +20% mind defense ------ Armor +3 Resistance +6% nature, +6% fire Mind save +9 (+2 eff.) Knockbk Resist +10% Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | alchemist's lamp 'Lisewen'1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats Dex +2 offense ------ Mindpower +25 (+6 eff.) When Hit 10 acid defense ------ Defense +10 (+5 eff.) Physical save +12 (+0 eff.) Spell save +13 (+0 eff.) Mind save +20 (+5 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | The Face of Fear (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats Cun +6, Wil +8 offense ------ Mindpower +16 (+4 eff.) defense ------ Defense +8 (+4 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.4 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 23.62 mind and 22.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 24% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 24. Terrified: Deals 5.78 mind and 5.50 darkness damage per turn and increases cooldowns by 37%. Haunted: Causes the target to suffer 9.14 mind and 8.70 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. This item has been sent to the Item's Vault. |
| On hands | Gloomkiss the voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats Str +4, Dex +4, Cun +4 offense ------ Critical power +5.00% Physical Power +5 (+2 eff.) On-Hit 14 acid, 17 temporal On-Ranged-Hit 20 temporal Damage +10% acid, +10% temporal Ignore resists +10% darkness, +20% physical defense ------ Armor +3 Fatigue +5% Resistance +10% acid, +14% temporal +3% light Physical save +13 (+0 eff.) Unlife -80.00 life other ------- Cooldown Double Strike -1 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 | supercharged ash wand of shielding [power 230] (24 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 offense ------ Damage +8% nature, +8% physical defense ------ Resistance +10% nature Physical save +8 (+0 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Ring of Insight0.1 Encumbrance T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats Cun +2, Mag +2 other ------- Infravision +1 See Stealth +3 See Invisibility +3 Telepath range +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
| Around neck | Dairerion the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats Str +6, Dex +7, Mag +2, Wil +6 offense ------ Spellpower +20 (+6 eff.) Damage +15% temporal Ignore resists +10% arcane When Hit 8 acid, 10 blight defense ------ Resistance +9% temporal other ------- Vim-on-crit +2.00 Amulets make your neck look great! |
| In main hand | pulsing mindstar 'Frigidbile' (105% power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Rare] Nature Weapon Damage 106% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% Ignore Shields +20% On-crit, radius 2 +8 cold While equipped: offense ------ Mind Crit +4% Spellpower +30 (+10 eff.) Mindpower +8 (+2 eff.) Ignore resists +10% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal Life +33.00 Life Regen +1.20 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +60.00 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. |
| Around waist | monstrous hardened leather belt of the giants1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats Str +5, Con +4 offense ------ Physical Power +16 (+7 eff.) defense ------ Physical save +7 (+0 eff.) Spell save +7 (+0 eff.) other ------- Size +2 A belt that goes around your waist. |
| In off hand | Bloomsoul (94% power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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 (+2 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 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 52 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. |
| Cloak | cashmere cloak 'Forestquick' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats Str +3, Wil +4, Cun +4, Con +2 offense ------ Mind Crit +6% Damage +6% lightning, +15% nature On-Hit (Melee): * 10% chance to slow global speed by 67% defense ------ Defense +2 (+1 eff.) other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats Cun +3, Wil +4 offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind, +5% physical Ignore resists +10% mind, +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid, +12% physical +9% all Physical save +10 (+0 eff.) Send out a range 5 beam of kinetic energy, dealing 63.58 to 79.48 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. This item has been sent to the Item's Vault. |
Inventory
wild infusion of the psychic (res 33%; mental; dur 3; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (510.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 683.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Naloren Cap (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Master While equipped: other ------- Breathe water This cap looks quite plain, but is imbued with a water-breathing enchantment. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+0 eff.) Spell save +12 (+0 eff.) Mind save +12 (+3 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Helm of Knowledge (0 def, 12 armour)3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats Cun +10, Wil +10 defense ------ Armor +12 Fatigue +8% Resistance +15% light, +15% mind +10% arcane Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Omniscience (7 def, 0 armour)1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+5 eff.) Ignore resists +10% mind defense ------ Defense +7 (+3 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+6 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." This item has been sent to the Item's Vault. |
granite wardstone granite wardstone1.0 Encumbrance T2 wardstone armor Reqs Mag 15 [Normal] While equipped: defense ------ Defense +4 (+2 eff.) Damage Reduction +2 all Slow Projectiles +15% Handheld warding devices |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Item Vault (Portable) Item Vault (Portable)0.0 Encumbrance vault [Plot Item] Unknown Access item vault. Uses 1 power out of 1/1 A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
Achievements
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Hands Solo the Crescent Solipsist level 21
65th Dusk 122nd year of Ascendancy at 19:09 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Hands Solo the Crescent Solipsist level 17
39th Dusk 122nd year of Ascendancy at 02:46 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By Hands Solo the Crescent Solipsist level 22
72nd Dusk 122nd year of Ascendancy at 17:03 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Hands Solo the Crescent Solipsist level 21
65th Dusk 122nd year of Ascendancy at 04:34 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hands Solo the Crescent Solipsist level 21
65th Dusk 122nd year of Ascendancy at 19:29 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Hands Solo the Crescent Solipsist level 10
7th Mirth 122nd year of Ascendancy at 09:14 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Hands Solo the Crescent Solipsist level 20
63rd Dusk 122nd year of Ascendancy at 01:46 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Hands Solo the Crescent Solipsist level 21
65th Dusk 122nd year of Ascendancy at 19:09 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Hands Solo the Crescent Solipsist level 14
3rd Summertide 122nd year of Ascendancy at 18:38 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Hands Solo the Crescent Solipsist level 21
65th Dusk 122nd year of Ascendancy at 19:09 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Hands Solo the Crescent Solipsist level 16
10th Flare 122nd year of Ascendancy at 02:40 see stats
You were not supposed to see that! (Exploration mode)
Read a Forbidden Tome.By Hands Solo the Crescent Solipsist level 12
1st Summertide 122nd year of Ascendancy at 13:10 see stats
Log
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Resting starts...
Talent Mind Sear is ready to use.
Rested for 1 turns (stop reason: all resources and life at maximum).
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Hands Solo picks up (g.): granite wardstone.
Ran for 5 turns (stop reason: hostile spotted to the north (skeleton master archer - offscreen)).
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Hands Solo uses Mind Sear.
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Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the north (skeleton master archer)).
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Skeleton master archer uses Pinning Shot.
Talent Mind Sear is ready to use.
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Hands Solo's mind surges with critical power!
Hands Solo shrugs off the effect 'Pinned to the ground'!
Hands Solo's mind surges with critical power!
Hands Solo converts some damage to Psi!
Hands Solo mentally dismisses some damage!
Skeleton master archer's Pinning Shot hits Hands Solo for (34 dismissed), 6 to psi, 6 physical, (6 dismissed), 2 to psi, 2 lightning, (6 dismissed), 1 to psi, 1 cold, (3 dismissed), 1 to psi, 1 light (22 total damage).
Skeleton master archer uses Crippling Shot.
Hands Solo receives 2 healing (3 psi heal).

























































