Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Store Restocker 1.5.5Ashes 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:
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. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Hulk! 1.4.8 Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Spell Merchants 1.6.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 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.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
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 (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ 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.
If you like this addon please consider rating it :) Possessor Bonus Class 1.7.4Donators/Buyers bonus! More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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 | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Summoner |
Level / Exp | 22 / 32% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 10 on the 7th Mirth 122nd year of Ascendancy at 15:47 1 / 5Killed by elven cultist at level 10 on the 7th Mirth 122nd year of Ascendancy at 16:46 Killed by Horned Horror at level 19 on the 26th Dusk 122nd year of Ascendancy at 10:34 Killed by Shasshhiy'Kaish at level 22 on the 38th Dusk 122nd year of Ascendancy at 17:22 Killed by Assa at level 22 on the 38th Dusk 122nd year of Ascendancy at 18:00 |
Primary Stats
Strength | 15 (base 15) |
Dexterity | 13 (base 11) |
Constitution | 24 (base 24) |
Magic | 17 (base 12) |
Willpower | 50 (base 36) |
Cunning | 59 (base 34) |
Resources
Life | 430/430 |
Equilibrium | 38 |
Healing Factor | 1.2572674059366 |
Regeneration | 1.5715842574208 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 60.318559407097 |
See Invisible | 57.318559407097 |
Offense: Mainhand
Damage | 44 |
Accuracy | 39 |
Crit Chance | 22% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 41 |
Accuracy | 39 |
Crit Chance | 25% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Nature | +15% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 21 |
Mental Save | 42 |
Defense: Resistances
Blight | + 44%( 70%) |
Cold | + 33%( 70%) |
All | + 24%( 70%) |
Lightning | + 29%( 70%) |
Light | + 39%( 70%) |
Temporal | + 31%( 70%) |
Mind | + 29%( 70%) |
Darkness | + 45%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Teleport Resistance | 21% |
Stun Resistance | 21% |
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Fear Resistance | 50% |
Pinning Resistance | 21% |
Poison Resistance | 91% |
Knockback Resistance | 81% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 211 damage for 3 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Summoning (utility) | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)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. 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 50% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | pouch of iron shots of erosion (11/11, 16-19 power, 1 apr) pouch of iron shots of erosion (11/11, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 11 Ranged+ +6 nature Shots are used with slings to pummel your foes to death. |
Light source | brass lantern 'Chaluregomnir' brass lantern 'Chaluregomnir'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Apr +3 ----- def ----- Armour +6 Defense +10 (+5 eff.) Mind.save +6 (+2 eff.) ---------- misc Stam/turn +2.00 Light +3 See.Stealth +9 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Bethuwen the linen wizard hat (1 def, 0 armour) Bethuwen the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce all saves and defense by 27 ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +9% temporal A pointy cloth hat, very wizardly... |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc 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 | evasive dwarven-steel torque of mindblast [power 230] (15 cooldown) evasive dwarven-steel torque of mindblast [power 230] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Cuthirentir Cuthirentir0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Acc +9 (+4 eff.) Apr +8 ----- def ----- Armour +2 Defense +8 (+4 eff.) Resists +6% darkness Mind.save +6 (+2 eff.) Die.at -20.00 life Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | conjurer's steel ring of misery conjurer's steel ring of misery0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +2 Cun dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 11 physical Ranged+ 8 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 27 On Hit (Ranged): * 12% chance to reduce all saves and defense by 27 ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around neck | Soulstone Soulstone0.1 T1 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +10% blight +10% light +10% darkness Fear- +50% Instkill- +50% ---------- misc Max.souls +3.00 Some of its power lingers, but it is no longer animate. |
In main hand | thorny mindstar 'Betyssra' (9-10 power, 24 apr, nature damage) thorny mindstar 'Betyssra' (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Phys.crit +2.0% Mind.crit +3% Crit.mult +12.00% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +6% blight +12% cold Knockbk- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 117.98 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Cloak | Betuba the cashmere cloak (2 def, 0 armour) Betuba the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- S.pwr/crit +4 Acc +5 (+2 eff.) Apr +5 Melee Ret 4 blight ----- def ----- Defense +2 (+1 eff.) Resists +12% nature +10% blight Phys.save +9 (+4 eff.) Mind.save +5 (+1 eff.) Die.at -50.00 life HP.reg +1.00 Heal.mod +14% ---------- misc Mana/s.crit +2.00 Max.vim +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 | prismatic cured leather armour of clarity (6 def, 4 armour) prismatic cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +10% light +11% darkness +6% mind Mind.save +11 (+3 eff.) A suit of armour made of leather. |
Inventory
healing infusion of the psychic (heal 165; cd 11) healing infusion of the psychic (heal 165; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 165 then cleanse 1 wound, poison, and disease effect. 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 10; cd 11) blink rune (range 4; phase 10; cd 11)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 166; dur 5; cd 14) shielding rune of the warrior (absorb 166; dur 5; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 166 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
insulating copper amulet insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
Silywen the copper ring Silywen the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Resists +6% temporal Poison- +10% Silence- +20% Rings make your fingers look great! |
copper ring 'Chamukor' copper ring 'Chamukor'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Resists +12% acid +15% cold +3% nature +6% lightning Mind.save +9 (+3 eff.) Pinning- +20% Rings make your fingers look great! |
copper ring of sensing copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
wizard's steel ring of clarity wizard's steel ring of clarity0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Mind.save +5 (+1 eff.) Confus- +27% Rings make your fingers look great! |
warbringer's dwarven-steel dagger of projection (20-27 power, 7 apr) warbringer's dwarven-steel dagger of projection (20-27 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master/Psionic Power 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+4 eff.) Res.pen +5% physical ----- def ----- Disarm- +16% Sharp, short and deadly. |
steady ash longbow steady ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +3.0% Acc +11 (+5 eff.) Longbows are used to shoot arrows at your foes. |
Ce'Nida the Pyrenigh (5-6 power, 18 apr, mind damage) Ce'Nida the Pyrenigh (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +4 (+1 eff.) Dmg.mod +6% mind +3% fire Res.pen +10% mind ---------- misc Hate/m.crit +3.00 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. |
Hailhue the mossy mindstar (2-3 power, 12 apr, nature damage) Hailhue the mossy mindstar (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +8 cold On Hit.r1 +4 light While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +9% temporal Res.pen +5% cold ----- def ----- Resists +3% light +9% cold Mind.save +3 (+1 eff.) ---------- misc 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. |
creative mossy mindstar of resolve (2-3 power, 12 apr, mind damage) creative mossy mindstar of resolve (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +3 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-2 power, 12 apr, nature damage) mossy mindstar (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-2 power, 12 apr, nature damage) mossy mindstar (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-3 power, 12 apr, mind damage) mossy mindstar (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of flames (8-9 power, 24 apr, nature damage) thorny mindstar of flames (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) All.spd +5% Melee+ 8 fire Dmg.mod +7% fire Res.pen +5% fire ----- def ----- Resists +5% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
Galewend (1 def, 0 armour) Galewend (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% lightning +6% blight Melee Ret 4 lightning ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning Mind.save +6 (+2 eff.) Blind- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hazequeller the linen cloak (1 def, 6 armour) Hazequeller the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Mag +2 Cun +2 Con ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +15% cold ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (7 def, 0 armour) enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven woollen robe of lightning (+19%) (0 def, 0 armour) spellwoven woollen robe of lightning (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +13% lightning ----- def ----- Resists +19% lightning +9% all Spell.save +19 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of power (0 def, 0 armour) woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +11 (+5 eff.) Dmg.mod +7% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zyregorain the Lustrearc (0 def, 1 armour) Zyregorain the Lustrearc (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Mag ----- def ----- Armour +1 Resists +6% fire +6% cold Spell.save +3 (+2 eff.) ---------- misc Light +3 A pair of boots made of leather. |
miner's pair of rough leather boots of speed (0 def, 3 armour) miner's pair of rough leather boots of speed (0 def, 3 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
dwarven-steel gauntlets 'Armizor' (0 def, 2 armour) dwarven-steel gauntlets 'Armizor' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Cun ----- def ----- Armour +2 Fatigue +3% Resists +12% acid +12% nature +6% blight Phys.save +8 (+4 eff.) ---------- misc Light +2 See.Invis +3 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. |
Quenchumbra (0 def, 1 armour) Quenchumbra (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Melee Ret 2 cold ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +6% fire +9% nature +6% cold Spell.save +3 (+2 eff.) ---------- misc Infravis +2 A cap made of leather. |
stabilizing linen wizard hat (1 def, 0 armour) stabilizing linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Phys.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Smolderlady the iron mail armour (2 def, 6 armour) Smolderlady the iron mail armour (2 def, 6 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +18% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +3% acid Max.HP +28.00 HP.reg +2.00 Heal.mod +16% A suit of armour made of mail. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
162 alchemist agate 162 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.0 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Radhydrarin (dig speed 38 turns) Radhydrarin (dig speed 38 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +1 Mag dps ---------- Spell.crit +5% Mind.crit +3% Crit.mult +10.00% Spell.pwr +10 (+5 eff.) Mind.pwr +5 (+2 eff.) ---------- misc Max.mana +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
11 spinel 11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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 clarity brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
innervating elm wand of conjuration [power 100] (15 cooldown) innervating elm wand of conjuration [power 100] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 acid damage Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of shielding [power 116] (13 cooldown) quick elm wand of shielding [power 116] (13 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 ametrine 10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine 12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Assa the Cornac Summoner level 20
27th Dusk 122nd year of Ascendancy at 14:34 see stats
By Assa the Cornac Summoner level 10
5th Mirth 122nd year of Ascendancy at 05:59 see stats
By Assa the Cornac Summoner level 20
26th Dusk 122nd year of Ascendancy at 14:58 see stats
By Assa the Cornac Summoner level 17
17th Dusk 122nd year of Ascendancy at 09:21 see stats
By Assa the Cornac Summoner level 22
38th Dusk 122nd year of Ascendancy at 18:00 see stats
Log
Assa's mind surges with critical power!
Shasshhiy'Kaish hits Assa for 90 fire damage.
Shasshhiy'Kaish is less vulnerable to physical.
Shasshhiy'Kaish stops burning.
Shasshhiy'Kaish casts Meteor Rain.
Shasshhiy'Kaish hits Assa for 114 physical, 136 fire, 114 physical, 136 fire (499 total damage).
Shasshhiy'Kaish hits 3-headed hydra for 119 physical, 142 fire (260 total damage).
Assa the level 22 cornac summoner was boiled to death by Shasshhiy'Kaish and used for her perverted desires on level 2 of Daikara.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Shasshhiy'Kaish killed Assa!
Saving game...
Resting starts...
Talent Fire Drake is ready to use.
Talent Attune Mindstar is ready to use.
Talent War Hound is ready to use.
Your summoned 3-headed hydra disappears.
Talent Infusion: Healing is ready to use.
Talent Master Summoner is ready to use.
Talent Psiblades is ready to use.
Assa activates Master Summoner.
Assa activates Psiblades.
Talent Hydra is ready to use.
Talent Attune Mindstar is ready to use.
Rested for 21 turns (stop reason: all resources and life at maximum).
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!
Saving done.