Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.4.8Donators/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. Cloak Reminder 1.3.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Ashes of Urh'Rok 1.4.0Official 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: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Improved Auto-explore and Rest 1.4.5Quality 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. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Thalore |
Class | Adventurer |
Level / Exp | 11 / 23% |
Size | medium |
Lifes / Deaths | Killed by black crystal at level 11 on the 40th Dusk 122nd year of Ascendancy at 08:10 / 1 |
Primary Stats
Strength | 18 (base 12) |
Dexterity | 29 (base 19) |
Constitution | 13 (base 12) |
Magic | 10 (base 12) |
Willpower | 33 (base 21) |
Cunning | 30 (base 26) |
Resources
Life | -72/185 |
Psi | 162/199 |
Healing Factor | 1 |
Regeneration | 12.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +107.01144619799% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 24 |
Accuracy | 40 |
Crit Chance | 11% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 8 |
Accuracy | 40 |
Crit Chance | 8% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 14 |
Ranged Defense | 16 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 22.4 |
Mental Save | 32 |
Defense: Resistances
All | + 18%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.8 steam per turn. Can be activated for an instant burst of 29 steam. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Thoughts of iron | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Molten Iron Blood |
talent | Augmentation |
talent | Beyond the Flesh |
beneficial effect | The target is recovering 9 life each turn. Recovery |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+7% global speed). Clarity |
Quests
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 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +2. | 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | 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 ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed green worm. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
Psionic focus | [vs. iron steamgun (In main hand, 1 of 3)] Tinkerer's TwinblasterTinkerer's Twinblaster Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (-1) Attack speed: 100% (-) Dam. multiplier: 50% Firing range: +4 (-2) Travel speed: +600% (-) Multiple attacks: +2 Damage (Ranged): +5 physical Burst (radius 1) on hit: +14(-) 20% chance of physical repulsion Attacks use: 3.0(1.0) Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. Tap to cycle through comparison choices |
Quiver | [vs. deadly pouch of dwarven-steel shots of amnesia (7/20, 43-51.6 power, 3 apr) (Quiver)] deadly pouch of dwarven-steel shots of amnesia (7/20, 43-51.6 power, 3 apr)deadly pouch of dwarven-steel shots of amnesia (7/20, 43-51.6 power, 3 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 43.0 - 51.6 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-) Physical crit. chance: +5.0% (-) Capacity: 20 (-) On weapon hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
Light source | [vs. dreamer's brass lantern of the zealot (Light source)] dreamer's brass lantern of the zealotdreamer's brass lantern of the zealot Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3%(-) all Spell save: +6 (+4 eff.) (-) Mental save: +4 (+2 eff.) (-) Mindpower: +4 (+2 eff.) (-) Mental crit. chance: +4% (-) Light radius: +2 (-) 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 | [vs. rough leather hat 'Furnacewreath' (0 def, 1 armour) (On head)] rough leather hat 'Furnacewreath' (0 def, 1 armour)rough leather hat 'Furnacewreath' (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +6%(-) mind Changes resistances penetration: +10%(-) fire Changes damage: +3%(-) fire Mindpower: +4 (+2 eff.) (-) A hat made of leather. Very stylish. |
On feet | [vs. traveler's pair of iron boots of uncanny dodging (3 def, 3 armour) (On feet)] traveler's pair of iron boots of uncanny dodging (3 def, 3 armour)traveler's pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +3 (+3 eff.) (-) Ranged Defense: +2 (+2 eff.) (-) Fatigue: -3% (-) Maximum encumbrance: +20 (-) Physical save: +6 (+3 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | [vs. sapper's iron pickaxe (dig speed 29 turns) (Tool)] sapper's iron pickaxe (dig speed 29 turns)sapper's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) (-) Changes stats: +1(-) Str / +2(-) Cun Infravision radius: +3 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | [vs. copper ring of clarity (On fingers, 1 of 2)] copper ring of claritycopper ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) (-) Confusion immunity: +20% (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. copper ring of clarity (On fingers, 1 of 2)] psionicist's copper ringpsionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) (-) Confusion immunity: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. insulating copper amulet of willpower (+2) (Around neck)] insulating copper amulet of willpower (+2)insulating copper amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Wil Changes resistances: +11%(-) cold / +10%(-) fire Amulets can have magical properties. |
In main hand | [vs. iron steamgun (In main hand, 1 of 3)] iron steamguniron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (-) Attack speed: 100% (-) Firing range: +6 (-) Travel speed: +600% (-) Burst (radius 1) on hit: +14(-) 20% chance of physical repulsion Attacks use: 2.0(-) Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
On hands | [vs. iron gauntlets of dexterity (+2) (0 def, 1 armour) (On hands)] iron gauntlets of dexterity (+2) (0 def, 1 armour)iron gauntlets of dexterity (+2) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Dex Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | [vs. iron steamgun (In main hand, 1 of 3)] Ashwinter the mossy mindstar (3-3.3 power, 12 apr, nature damage)Ashwinter the mossy mindstar (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(+3.0 - +3.3) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+7) Physical crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Burst (radius 1) on hit: +14(-) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +10% fire Changes damage: +3% darkness Physical save: +2 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
Cloak | [vs. thick linen cloak of fog (5 def, 5 armour) (Cloak)] thick linen cloak of fog (5 def, 5 armour)thick linen cloak of fog (5 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 (-) Defense: +5 (+5 eff.) (-) Changes resistances: +12%(-) fire / +12%(-) light / +11%(-) cold Stealth bonus: +6 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. linen robe 'Deepsguile' (0 def, 0 armour) (Main armor)] linen robe 'Deepsguile' (0 def, 0 armour)linen robe 'Deepsguile' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 8(-) darkness Changes resistances: +11%(-) physical Changes damage: +11%(-) physical See invisible: +3 (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 80% / cooldown 66%) medical injector implant (efficiency 80% / cooldown 66%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 66%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. insulating copper amulet of willpower (+2) (Around neck)] copper amulet of cunning (+3)copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +0(-2) Wil Changes resistances: +0%(-11%) cold / +0%(-10%) fire Amulets can have magical properties. |
[vs. copper ring of clarity (On fingers, 1 of 2)] copper ring of powercopper ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-20%) Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. copper ring of clarity (On fingers, 1 of 2)] wizard's copper ringwizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. iron steamgun (In main hand, 1 of 2)] thought-forged iron greatmaul of erosion (17.5-26.25 power, 1 apr)thought-forged iron greatmaul of erosion (17.5-26.25 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3(+17.5 - +26.3) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-4) Physical crit. chance: +0.5% Attack speed: 100% (-) Firing range: +0 (-6) On weapon hit: * 14% chance to cause random gloom (+14%) Travel speed: +0% (-600%) Damage (Melee): +9 nature / +7 mind / +9 temporal Burst (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes stats: +2 Cun / +2 Wil Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. iron steamgun (In main hand, 1 of 3)] mossy mindstar of balance (3-3.3 power, 12 apr, mind damage)mossy mindstar of balance (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(+3.0 - +3.3) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+7) Physical crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Burst (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.60 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
[vs. iron steamgun (In main hand, 1 of 2)] rough leather sling of fireThis item will automatically be transmogrified when you leave the level. rough leather sling of fire Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-5) Attack speed: 125% (+25%) Firing range: +6 (-) Travel speed: +0% (-600%) Damage (Ranged): +6 fire Burst (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes damage: +9% fire Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. iron steamgun (In main hand, 1 of 3)] iron steamguniron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (-) Attack speed: 100% (-) Firing range: +6 (-) Travel speed: +600% (-) Burst (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 2.0(-) Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. iron steamgun (In main hand, 1 of 2)] balanced iron waraxe (10-14 power, 2 apr)This item will automatically be transmogrified when you leave the level. balanced iron waraxe (10-14 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0(+10.0 - +14.0) Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-3) Physical crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Burst (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+5 eff.) Disarm immunity: +21% One-handed war axes. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level. insulating rough leather belt of carryinginsulating rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% cold / +5% fire Maximum encumbrance: +20 A belt that goes around your waist. |
[vs. linen robe 'Deepsguile' (0 def, 0 armour) (Main armor)] linen robe 'Cyrudakira' (0 def, 0 armour)linen robe 'Cyrudakira' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +1 Fatigue: -4% Damage when hit (Melee): 0(-8) darkness Changes resistances: +15% lightning / +0%(-11%) physical Changes damage: +10% lightning / +0%(-11%) physical See invisible: +0 (-3) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. traveler's pair of iron boots of uncanny dodging (3 def, 3 armour) (On feet)] pair of iron boots (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +2% (+5%) Maximum encumbrance: +0 (-20) Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. iron gauntlets of dexterity (+2) (0 def, 1 armour) (On hands)] temporal iron gauntlets of dexterity (+2) (0 def, 1 armour)temporal iron gauntlets of dexterity (+2) (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) (-1 (+0 eff.)) Armour: +1 (-) Damage (Melee): 6 temporal Damage (Ranged): 5 temporal Changes stats: +2(-) Dex Changes resistances: +6% temporal Changes damage: +4% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. rough leather hat 'Furnacewreath' (0 def, 1 armour) (On head)] grounding linen wizard hat (1 def, 0 armour)grounding linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+1 eff.) Fatigue: +0% (-1%) Changes stats: +0(-2) Cun / +0(-3) Wil Changes resistances: +5% lightning / +5% temporal / +0%(-6%) mind Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-3%) fire Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) A pointy cloth hat, very wizardly... |
[vs. rough leather hat 'Furnacewreath' (0 def, 1 armour) (On head)] miner's rough leather cap of dexterity (+2) (0 def, 2 armour)miner's rough leather cap of dexterity (+2) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (+1) Fatigue: +1% (-) Changes stats: +2 Dex / +0(-2) Cun / +0(-3) Wil Changes resistances: +0%(-6%) mind Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-3%) fire Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Infravision radius: +1 A cap made of leather. |
[vs. rough leather hat 'Furnacewreath' (0 def, 1 armour) (On head)] miner's rough leather hat (0 def, 3 armour)miner's rough leather hat (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +1% (-) Changes stats: +0(-2) Cun / +0(-3) Wil Changes resistances: +0%(-6%) mind Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-3%) fire Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Infravision radius: +1 A hat made of leather. Very stylish. |
[vs. Ashwinter the mossy mindstar (3-3.3 power, 12 apr, nature damage) (In off hand)] iron shield (4 def, 2 armour, 22.5 block)This item will automatically be transmogrified when you leave the level. iron shield (4 def, 2 armour, 22.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: inf% (inf%) Burst (radius 1) on hit: +0(-14) 20% chance of physical repulsion When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Changes stats: +0(-3) Wil Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-3%) darkness Talent granted: +1 Block Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Handheld deflection devices. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
[vs. dreamer's brass lantern of the zealot (Light source)] brass lantern of focusbrass lantern of focus Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +0%(-3%) all Changes damage: +6% mind Spell save: +0 (+0 eff.) (-6 (-4 eff.)) Mental save: +0 (+0 eff.) (-4 (-2 eff.)) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-4%) Light radius: +2 (-) 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
[vs. deadly pouch of dwarven-steel shots of amnesia (7/20, 43-51.6 power, 3 apr) (Quiver)] self-loading pouch of iron shots of erosion (16/16, 14.5-17.4 power, 1 apr)self-loading pouch of iron shots of erosion (16/16, 14.5-17.4 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4(-28.5 - -34.2) Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-2) Physical crit. chance: +4.0% (-1.0%) Capacity: 16 (-4) Turns elapse between self-loadings: 4 On weapon hit: - 25% chance to put talents on cooldown Damage (Ranged): +6 nature / +5 temporal Shots are used with slings to pummel your foes to death. |
[vs. sapper's iron pickaxe (dig speed 29 turns) (Tool)] iron torque of thermal psionic shield [power 23] (20 cooldown)iron torque of thermal psionic shield [power 23] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +0(-1) Str / +0(-2) Cun Infravision radius: +0 (-3) When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. sapper's iron pickaxe (dig speed 29 turns) (Tool)] elm totem of thorny skin [power 15] (20 cooldown)elm totem of thorny skin [power 15] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +0(-1) Str / +0(-2) Cun Infravision radius: +0 (-3) When carried: Talent granted: +0(+-1) Dig It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. sapper's iron pickaxe (dig speed 29 turns) (Tool)] quick elm totem of thorny skin [power 11] (14 cooldown)quick elm totem of thorny skin [power 11] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +0(-1) Str / +0(-2) Cun Infravision radius: +0 (-3) When carried: Talent granted: +0(+-1) Dig It can be used to harden the skin for 7 turns increasing armour by 11 and armour hardiness by 30%, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Imogen Terash the Thalore Adventurer level 10
23rd Dusk 122nd year of Ascendancy at 12:00 see stats
By Imogen Terash the Thalore Adventurer level 10
24th Dusk 122nd year of Ascendancy at 10:23 see stats
Log
You pickup 0.95 gold pieces.
Silumikira the white crystal casts Ice Bolt.
Imogen Terash converts some damage to Psi!
Black bear hits Imogen Terash for 2 to psi, 11 physical (13 total damage).
Imogen Terash hits Black bear for 8 darkness, 10 fire (18 total damage).
Imogen Terash shoots!
Black bear has temporarily forgotten Stun!
Black bear is knocked back!
Imogen Terash's Shoot hits Black bear for 26 physical, 6 physical (32 total damage).
Imogen Terash's Shoot hits Black bear for 26 physical, 6 physical (31 total damage).
Imogen Terash hits Black bear for 12 nature, 13 nature, 16 physical (41 total damage).
Silumikira the white crystal casts Invoke Darkness.
Silumikira the white crystal's spell attains critical power!
Silumikira the white crystal is surging arcane power.
Imogen Terash is recovering from the damage!
Imogen Terash converts some damage to Psi!
Silumikira the white crystal hits Imogen Terash for 17 to psi, 111 darkness (127 total damage).
Silumikira the white crystal's Ice Bolt hits Imogen Terash for 6 to psi, 43 cold (50 total damage).
Imogen Terash feels pain again.
Imogen Terash receives 8 healing (1 psi heal).
Talent Psyshot is ready to use.
Imogen Terash receives 8 healing (1 psi heal).
Imogen Terash uses Infusion: Regeneration.
Imogen Terash starts regenerating health quickly.
Black crystal casts Blight Bolt.
Black crystal's spell attains critical power!
Saving game...