











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.5Quality 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 1.5.9Official 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 | Normal Adventure |
| Sex | Female |
| Race | Krog |
| Class | Solipsist |
| Level / Exp | 16 / 37% |
| Size | big |
| Lifes / Deaths | Killed by Krosist at level 16 on the 45th Dusk 122nd year of Ascendancy at 05:09 5 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 9 (base 10) |
| Constitution | 13 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 61 (base 41) |
| Cunning | 33 (base 29) |
Resources
| Life | -27/237 |
| Equilibrium | 30 |
| Psi | 167/315 |
| Healing Factor | 1.3245901639344 |
| Regeneration | 72.49481967213 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +103.67905037745% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 12 |
| Accuracy | 37 |
| Crit Chance | 10% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 11 |
| Accuracy | 37 |
| Crit Chance | 14% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +9% |
| Arcane | +4% |
| Fire | +5% |
| Nature | +10% |
Offense: Damage Penetration
| Nature | +5% |
| Arcane | +4% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 11 |
| Physical Save | 32.06 |
| Spell Save | 32.83 |
| Mental Save | 49 |
Defense: Resistances
| Nature | + 42%( 70%) |
| Acid | + 31%( 70%) |
| Cold | + 34%( 70%) |
| Darkness | + 27%( 70%) |
| Blight | + 42%( 70%) |
| Arcane | + 19%( 70%) |
| Fire | + 25%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Confusion Resistance | 45% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 465% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 123 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 272 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Lucid Dreamer |
| talent | Antimagic Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 75%) Suffocating |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+4% global speed). Clarity |
| beneficial effect | A flow of life spins around the target, regenerating 54.48 life per turn. Regeneration |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You failed to protect the repented thief from death by war hound. Escort: repented thief (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You 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. | 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. He has given you some notes on the ingredients: * '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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * '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 bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed orc heart. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +4 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 | defender's hardened leather cap (4 def, 8 armour)2.0 T3 head armor [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +4 (+3 eff.) Fatigue +3% Resists +3% all Phys.save +5 (+2 eff.) A cap made of leather. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 57.50 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.9 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | savior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +13 (+4 eff.) Confus- +24% Rings can have magical properties. |
| On fingers | psionicist's steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +15 (+5 eff.) Confus- +21% Rings can have magical properties. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | purifying vined mindstar (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt This purifying mindstar will cleanse other mindstars. Power 87% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% arcane Res.pen +4% arcane On Melee Ret: * 5 arcane resource burn ----- def ----- Resists +3% arcane Destroy Magic: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: The target has a 8% chance (stacking to a maximum of 66%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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 | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Nature Mastery Psiblades 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 121.19 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 | enveloping linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glitterrock the cured leather armour (9 def, 8 armour)9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +9% light Res.pen +5% nature Melee Ret 14 light ----- def ----- Armour +8 Defense +9 (+5 eff.) Fatigue +7% Resists +10% blight +12% darkness +17% acid Mind.save +11 (+4 eff.) ---------- misc Light +2 A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 99)0.1 T1 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 99 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (14 nature damage, 30% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 22 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 13.83 nature damage per turn for 7 turns, and reducing the target's healing received by 30%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 198 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 198 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 7; power 20; turns 5; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 6; power 28; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 28) for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 6; power 28; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 28) for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 6; power 18; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 98 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 98 damage for 3 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 ability. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
grounding copper amulet of mastery (0.11 Psionic / Dream Forge)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% ---------- misc Masteries +0.11 Psionic/Dream Forge Amulets can have magical properties. |
stabilizing steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +13% temporal Blind- +11% Pinning- +22% Knockbk- +22% ---------- misc Infravis +2 Sight +2 See.Invis +7 Amulets can have magical properties. |
Belarin the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +6% acid Melee Ret 12 acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% fire +24% nature +9% cold Rings can have magical properties. |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +20% Rings can have magical properties. |
wizard's steel ring of perseverance0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+3 eff.) HP.reg +1.50 Stun/Frz- +26% Rings can have magical properties. |
quick steel battleaxe (122% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 122% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 111% While equipped: Stats +3 Dex dps ---------- Acc +10 (+10 eff.) Massive two-handed battleaxes. |
thought-forged steel dagger (104% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Psionic Power 105% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 mind On Hit: * 10% chance to cause random gloom While equipped: Stats +2 Cun +1 Wil Sharp, short and deadly. |
insidious steel greatmaul (131% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature Power 131% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +14 insidious poison Massive two-handed mauls. |
acidic steel greatsword of phasing (130% power, 11 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 131% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +11 Crit +3.0% Atk.spd 100% Phasing +27% Melee+ +10 acid On Crit: * splashes the target with acid Massive two-handed swords. |
arcing steel greatsword of vileness (128% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 128% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 lightning +7 blight On Hit: * 13% chance to disease * 25% chance for lightning to arc to a second target Massive two-handed swords. |
steel greatsword (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 125% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Longbows are used to shoot arrows at your foes. |
ash longbow of fire4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +9 fire While equipped: dps ---------- Dmg.mod +15% fire Longbows are used to shoot arrows at your foes. |
Glirabeth the dwarven-steel longsword (128% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Psionic Power 128% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 mind On Hit: * 15% chance to cause random gloom While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +12% mind Crit.dmg- 15.00% Heal/summ +20 Disease- +10% Pinning- +10% Sharp, long, and deadly. |
warbringer's steel longsword (115% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+5 eff.) Res.pen +7% physical ----- def ----- Disarm- +10% Sharp, long, and deadly. |
steel mace (108% power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
gifted mossy mindstar of resolve (72% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 72% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +5 (+1 eff.) ----- def ----- Phys.save +2 (+1 eff.) 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 frost (93% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature This natural frost should be returned to the wyrm. Power 93% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Nature Mastery Psiblades 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% cold Res.pen +4% cold Melee Ret 7 ice ----- def ----- Armour +6 Resists +5% cold 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. |
fungal cured leather sling of power4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: Stats +2 Con dps ---------- Dmg.mod +8% physical Res.pen +9% physical ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 126 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Berytondil'4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.crit +2% Res.pen +20% mind +16% physical ----- def ----- Heal/summ +10 ---------- misc Max.psi +10.00 Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling of recursion4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +2.0% Acc +6 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
Xigatta the yew vilestaff (136% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Phasing +30% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire On Hit (Melee): * 20 arcane resource burn * 8% chance to blind ----- def ----- Defense +10 (+6 eff.) Resists +9% blight Heal.mod +10% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 37.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (111% power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of power (118% power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +15 (+6 eff.) Dmg.mod +19% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
mindwoven woollen robe of nature (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+0 eff.) Dmg.mod +10% nature ----- def ----- Resists +15% nature Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mucktickler (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +9% mind Res.pen +25% nature +5% mind Melee Ret 8 mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +4 Fatigue -3% Max.HP +34.00 ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Blindbiter' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy Armour Training [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Dmg.mod +6% darkness Acc +2 (+2 eff.) Apr +3 ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Coalknave the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +6% cold On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +2 Resists +7% cold Spell.save +12 (+5 eff.) Blind- +10% Disease- +20% Teleport- +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Ego] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +5% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
cured leather armour (2 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
spiked rough leather armour of lightning resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +15% lightning A suit of armour made of leather. |
Yveletira (5 def, 11 armour)17.0 T3 massive armor Reqs Str 35 Heavy Armour Training 3 [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +6% acid +5% arcane +21% lightning Spell.save +3 (+2 eff.) Max.HP +24.00 A suit of armour made of metal plates. |
icy steel shield (6 def, 2 armour, 38.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Nature While equipped: dps ---------- Melee+ 6 cold Melee Ret 10 ice ----- def ----- Armour +2 Defense +6 (+4 eff.) Rng.Def +6 (+4 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield (6 def, 2 armour, 41 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +6 (+4 eff.) Rng.Def +6 (+4 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
6 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. |
4 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. |
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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 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. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 208/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
pouch of steel shots of erosion (13/13, 125% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Nature Power 125% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 13 Ranged+ +8 nature +6 temporal Shots are used with slings to pummel your foes to death. |
overpowered steel torque of mindblast [power 189] (9 cooldown)2.0 T2 torque charm [Ego+] Psionic Fire a blast of psionic energies in a range 8 beam dealing 94.50 to 189.00 mind damage Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
3 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. |
7 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. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Level 10
Got a character to level 10.By Krosist the Krog Solipsist level 10
8th Flare 122nd year of Ascendancy at 13:11 see stats
The Arena
Unlocked Arena mode.By Krosist the Krog Solipsist level 12
22nd Dusk 122nd year of Ascendancy at 16:28 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Krosist the Krog Solipsist level 15
35th Dusk 122nd year of Ascendancy at 19:13 see stats
Log
Krosist converts some damage to Psi!
Krosist hits Krosist for 1 healing (2 psi heal), (47 resonance), 19 to psi (19 total damage) [3 healing].
Your resonance field crumbles under the damage!
The psychic field around Krosist crumbles.
Krosist converts some damage to Psi!
Krosist hits Krosist for 1 healing (2 psi heal), (7 resonance), 41 to psi (41 total damage) [3 healing].
Krosist uses Infusion: Regeneration.
Krosist starts regenerating health quickly.
Krosist converts some damage to Psi!
Krosist hits Krosist for 1 healing (2 psi heal), 49 to psi (49 total damage) [3 healing].
Krosist uses Infusion: Healing.
Krosist receives 71 healing (93 psi heal) from Infusion: Healing.
Krosist converts some damage to Psi!
Krosist hits Krosist for 1 healing (2 psi heal), 54 to psi (54 total damage) [3 healing].
Krosist converts some damage to Psi!
Krosist hits Krosist for 1 healing (1 psi heal), 58 to psi (58 total damage) [3 healing].
Krosist converts some damage to Psi!
Krosist hits Krosist for 1 healing (1 psi heal), 63 to psi (63 total damage) [2 healing].
Krosist uses Infusion: Wild.
Krosist lessens the pain.
Krosist converts some damage to Psi!
Krosist hits Krosist for 1 healing (1 psi heal), 68 to psi (68 total damage) [2 healing].















































































































