
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Solipsist |
Level / Exp | 22 / 69% |
Size | medium |
Lifes / Deaths | Killed by Gluth the rogue sapper at level 22 on the 71st Haze 122nd year of Ascendancy at 02:11 / 1 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 27 (base 10) |
Constitution | 22 (base 16) |
Magic | 10 (base 10) |
Willpower | 53 (base 51) |
Cunning | 49 (base 38) |
Resources
Life | -74/310 |
Equilibrium | 126 |
Psi | 100/390 |
Healing Factor | 1.1024166372473 |
Regeneration | 12.402187169032 |
Speed
Mental | 0% |
Attack | +1.4876988529977E-12% |
Movement | 0% |
Spell | 0% |
Global | +103% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 33.294708266768 |
See Invisible | 33.294708266768 |
ESP Range | 10 |
ESP Kinds | humanoid |
Offense: Mainhand
Damage | 41 |
Accuracy | 45 |
Crit Chance | 21% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 45 |
Crit Chance | 21% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 28% |
Speed | 0.99999999999999 |
Offense: Damage Bonus
Light | +3% |
Nature | +9% |
Blight | +3% |
Mind | +32% |
Fire | +7% |
All | 0% |
Offense: Damage Penetration
Blight | +25% |
Physical | +17% |
Fire | +4% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 9.9999999999995 (35.65183292883%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 28.68 |
Spell Save | 30.22 |
Mental Save | 41 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 17%( 70%) |
Physical | + 18%( 70%) |
Cold | + 40%( 70%) |
All | + 14%( 70%) |
Lightning | + 27%( 70%) |
Light | + 17%( 70%) |
Mind | + 52%( 70%) |
Darkness | + 27%( 70%) |
Fire | + 38%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Bleed Resistance | 20% |
Confusion Resistance | 81% |
Instadeath Resistance | 100% |
Disarm Resistance | 34% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 258 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 566% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 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 physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Psionic / Distortion | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Psionic / Nightmare | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Thought-Forms | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Dream Smith | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Forge | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. * 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 the fox. 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.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +8 Dex +2 Wil +2 Cun +2 Con +7 Lck dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% blight Res.pen +25% blight +7% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Armour +3 Stealth +7 Blindside: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Cun +4 Str dps ---------- Dmg.mod +3% light ---------- misc Light +5 Infravis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind Melee Ret 2 darkness ----- def ----- Defense +1 (+1 eff.) Resists +12% mind Die.at -60.00 life HP.reg +2.00 Disease- +20% ---------- misc Hate/m.crit +1.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Phys.pwr +25 (+8 eff.) Res.pen +15% mind +10% physical Acc +27 (+9 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +8 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +34% 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 | ![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +3 Dex +2 Cun dps ---------- Dmg.mod +9% nature On Hit (Melee): * 10% chance to reduce damage dealt by 26% ----- def ----- Resists +3% nature Crit.chn- 15.00% Mind.save +6 (+2 eff.) Confus- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Con ----- def ----- Resists +3% lightning +6% darkness +3% acid +11% fire +10% cold +12% mind +3% light Phys.save +7 (+2 eff.) Max.HP +33.00 HP.reg +3.00 Confus- +25% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +8.00% Mind.pwr +6 (+2 eff.) All.spd +3% Melee+ 4 fire Dmg.mod +7% fire Res.pen +4% fire ----- def ----- Resists +11% 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. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Resists +3% lightning +6% fire +9% darkness +3% blight Max.HP +33.00 ---------- misc Max.psi +30.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 acid While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Resists +9% lightning +3% physical Crit.chn- 5.00% Mind.save +4 (+1 eff.) HP.reg +4.00 Cut- +20% ---------- misc Max.psi +21.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Dex +2 Con dps ---------- Phys.crit +4.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Resists +1% physical Spell.save +12 (+5 eff.) Max.HP +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 | ![]() 2.0 T3 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+4 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+3 eff.) Confus- +35% ---------- misc Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
Inventory
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind 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.) Dmg.mod +4% nature ----- def ----- Resists +6% blight Disease- +12% ---------- 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. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +9% fire Res.pen +20% light +10% fire ----- def ----- Resists +24% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+5 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Dex +6 Wil dps ---------- Dmg.mod +15% light Res.pen +10% fire ----- def ----- Armour +4 Fatigue +4% Crit.chn- 15.00% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire Res.pen +15% acid +5% physical +15% fire ----- def ----- Resists +3% acid Die.at -80.00 life ---------- misc Max.stam +10.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% mind Res.pen +5% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Resists +9% fire ---------- misc Light +2 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to heal for 33. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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 SlappyPunch the Cornac Solipsist level 15
30th Haze 122nd year of Ascendancy at 13:04 see stats
By SlappyPunch the Cornac Solipsist level 10
12nd Haze 122nd year of Ascendancy at 19:17 see stats
By SlappyPunch the Cornac Solipsist level 20
60th Haze 122nd year of Ascendancy at 08:15 see stats
By SlappyPunch the Cornac Solipsist level 21
69th Haze 122nd year of Ascendancy at 10:31 see stats
By SlappyPunch the Cornac Solipsist level 9
2nd Mirth 122nd year of Ascendancy at 23:55 see stats
By SlappyPunch the Cornac Solipsist level 12
19th Haze 122nd year of Ascendancy at 03:36 see stats
By SlappyPunch the Cornac Solipsist level 16
39th Haze 122nd year of Ascendancy at 19:14 see stats
Log
Ivodhemina the giant yellow ant performs a melee critical strike against SlappyPunch!
SlappyPunch mentally dismisses some damage!
SlappyPunch converts some damage to Psi!
Bleeding from SlappyPunch hits Ivodhemina the giant yellow ant for (63 to psi shield), 0 physical (0 total damage).
Thorn Grab from SlappyPunch hits Ivodhemina the giant yellow ant for (19 to psi shield), 0 nature (0 total damage).
Melee retaliation hits Ivodhemina the giant yellow ant for 2 darkness, (1 to psi shield), 1 nature, 2 darkness, (1 to psi shield), 1 nature (6 total damage).
Bleeding from SlappyPunch hits Gluth the rogue sapper for 47 physical damage.
Deep Wound from Thought-forged bowman hits Gluth the rogue sapper for 40 physical damage.
Ivodhemina the giant yellow ant's Beyond the Flesh hits SlappyPunch for (17 blocked), 27 to psi, 39 physical, (17 blocked), 0 physical (66 total damage).
Ivodhemina the giant yellow ant hits SlappyPunch for (17 blocked), 31 to psi, 45 physical, 0 acid, (6 dismissed), 2 to psi, 3 nature, (17 blocked), 0 physical (82 total damage).
SlappyPunch uses Forge Bellows.
SlappyPunch uses Sleep.
SlappyPunch uses Sleep.
Ivodhemina the giant yellow ant has been put to sleep.
Talent Distortion Wave is ready to use.
SlappyPunch converts some damage to Psi!
SlappyPunch mentally dismisses some damage!
Insidious Poison from Ce'Nobeth the poison ooze hits SlappyPunch for 0 nature damage.
SlappyPunch hits SlappyPunch for 2 healing (2 psi heal), (17 blocked), (12 dismissed), 4 to psi, 6 physical (10 total damage) [4 healing].
Thought-forged bowman uses Steady Shot.
Thought-forged bowman's Steady Shot hits Gluth the rogue sapper for (19 parried), 107 physical (107 total damage).
Gluth the rogue sapper uses Dual Strike.
SlappyPunch is disarmed!
SlappyPunch is stunned!
SlappyPunch is crippled.
SlappyPunch converts some damage to Psi!
Melee retaliation hits Gluth the rogue sapper for 2 darkness, 2 nature, 1 darkness, 1 nature (6 total damage).
Gluth the rogue sapper hits SlappyPunch for (17 blocked), 16 to psi, 24 physical, 12 to psi, 17 darkness, (17 blocked), 26 to psi, 38 physical, 13 to psi, 18 darkness (165 total damage).
SlappyPunch the level 22 cornac solipsist was darkened to death by Gluth the rogue sapper on level 2 of The Maze.