Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Guaranteed Zones 1.5.2Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met and always spawns Director Hompalan who grants access to the Old Conclave Vault. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.5.5This 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 1.5.5Quality 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. 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. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Cursed |
Level / Exp | 21 / 42% |
Size | medium |
Lifes / Deaths | Killed by luminous horror at level 21 on the 73rd Pyre 123rd year of Ascendancy at 00:02 / 1 |
Primary Stats
Strength | 40 (base 39) |
Dexterity | 16 (base 10) |
Constitution | 31.340449927278 (base 10) |
Magic | 19 (base 10) |
Willpower | 57.957077413294 (base 30) |
Cunning | 45.340449927278 (base 36) |
Resources
Life | -35/528 |
Hate | 73/100 |
Equilibrium | 18 |
Healing Factor | 1.1352711662874 |
Regeneration | 61.827790283953 |
Speed
Mental | +50% |
Attack | 0% |
Movement | +385.99511595397% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Invisible | 24.340449927278 |
Offense: Mainhand
Damage | 46 |
Accuracy | 20 |
Crit Chance | 13% |
APR | 4 |
Speed | 0.67 |
Offense: Offhand
Damage | 77 |
Accuracy | 41 |
Crit Chance | 15% |
APR | 49 |
Speed | 0.67 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Nature | +5% |
Physical | +12% |
Mind | +18% |
Arcane | +6% |
Cold | +28% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Lightning | +5% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 23 (30%) |
Defense | 34 |
Ranged Defense | 35 |
Fatigue | 8 |
Physical Save | 57 |
Spell Save | 28 |
Mental Save | 52 |
Defense: Resistances
Blight | + 6%( 74%) |
Physical | + 12%( 75%) |
Cold | + 55%( 74%) |
All | 0%( 74%) |
Lightning | + 15%( 74%) |
Temporal | + 8%( 74%) |
Darkness | + 27%( 86%) |
Mind | + 20%( 74%) |
Nature | + 20%( 74%) |
Defense: Immunities
Stun Resistance | 28% |
Instadeath Resistance | 100% |
Confusion Resistance | 43% |
Fear Resistance | 28% |
Knockback Resistance | 28% |
Poison Resistance | 20% |
Blind Resistance | 30% |
Inscriptions (3/3)
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 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Willpower 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 196 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Surge |
talent | Gloom |
talent | Psiblades |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +5% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | A flow of life spins around the target, regenerating 54.21 life per turn. Regeneration |
beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +12% physical damage, +6 physical save, +6 mental save, 0/36 damage shrugged off this turn) Rampaging |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +21 Darkness Resistance, +12% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 21% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 21% for 3 turns. |
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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of 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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed snow giant kidney. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. 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 vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Koraderath' (Shrouds) (0 def, 5 armour) pair of hardened leather boots 'Koraderath' (Shrouds) (0 def, 5 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +12.00% Res.pen +15% physical ----- def ----- Armour +5 Fatigue +3% Resists +6% lightning +8% temporal Heal.mod +15% ---------- misc Stam/turn +0.40 Curse of Shrouds A pair of boots made of leather. |
Light source | ethereal brass lantern of corpselight ethereal brass lantern of corpselight1.0 T1 lite [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +9 (+4 eff.) ----- def ----- Resists +6% blight +6% darkness ---------- misc Light +4 Infravis +3 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 19 blight damage or heals 29 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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 | cashmere wizard hat 'Charnull' (Madness) (2 def, 0 armour) cashmere wizard hat 'Charnull' (Madness) (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Dex +2 Mag +5 Wil +2 Con dps ---------- Dmg.mod +13% cold Melee Ret 8 fire ----- def ----- Defense +2 (+1 eff.) Resists +19% cold ---------- misc Infravis +3 Curse of Madness A pointy cloth hat, very wizardly... |
On hands | Sludgegrip (Shrouds) (0 def, 0 armour) Sludgegrip (Shrouds) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Curse of Shrouds These gloves are coated with a thick, green liquid. |
Tool | ash totem of healing 'Mayaba' [power 102] (20 cooldown) ash totem of healing 'Mayaba' [power 102] (20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Dex dps ---------- Mind.crit +5% Dmg.mod +12% mind ----- def ----- Fatigue -2% ---------- misc Max.psi +20.00 Heal a target within range 8 (based on Willpower) for 102 Puts all charms on 20 cooldown 100% to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
On fingers | titan's steel ring of clarity titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Confus- +20% Rings can have magical properties. |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 20.01 cold and 17.51 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 2/60 This azure ring seems to be always moist to the touch. |
Around neck | Glorenor Glorenor0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +4 Mag +1 Con ----- def ----- Armour +4 Defense +6 (+3 eff.) Res.Cap +4% all Phys.save +40 (+11 eff.) Blind- +30% Disease- +10% ---------- misc See.Invis +6 Amulets can have magical properties. |
In main hand | Xerossra the dwarven-steel longsword (Shrouds) (31-43.4 power, 4 apr) Xerossra the dwarven-steel longsword (Shrouds) (31-43.4 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 31.0 - 43.4 Arcane Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 blight +10 cold On Hit: 10% Epidemic 3 On Hit: * 5% chance to disease While equipped: dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +6% arcane ----- def ----- Heal/summ +20 Disease- +17% ---------- misc Psi/ret +0.08 Curse of Shrouds Sharp, long, and deadly. |
Around waist | Ivigabeth the Stormwilder (Nightmares) Ivigabeth the Stormwilder (Nightmares)1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% lightning Melee Ret 4 lightning ----- def ----- Defense +8 (+4 eff.) Resists +3% mind +9% lightning Stealth +5 Curse of Nightmares A belt that goes around your waist. |
In off hand | Amethyst of Sanctuary (Corpses) (15-16.5 power, 49 apr, mind damage) Amethyst of Sanctuary (Corpses) (15-16.5 power, 49 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 84% Wil, 41% Cun Mastery Psiblades Acc uses Wil Apr +49 Crit +6.0% Atk.spd 100% While equipped: Stats +15 Wil dps ---------- Mind.crit +7% Mind.pwr +26 (+9 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+8 eff.) ---------- misc Max.psi +20.00 Masteries +0.10 Psionic/Focus +0.20 Psionic/Absorption Curse of Corpses Resonance Field: Level 2.4 Pwr.cost 25 out of 3/25. Range melee/personal Travel.spd instantaneous Is a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (259 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Cloak | thick linen cloak of the guardian (Misfortune) (7 def, 10 armour) thick linen cloak of the guardian (Misfortune) (7 def, 10 armour)2.0 T1 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +10 Defense +7 (+4 eff.) Resists +11% cold Phys.save +11 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +11 (+3 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Duvokath the Dayvenom (Misfortune) (2 def, 4 armour) Duvokath the Dayvenom (Misfortune) (2 def, 4 armour)9.0 T2 light armor [Random Unique] Master/Psionic While equipped: dps ---------- Res.pen +10% blight On Hit (Melee): * 10% chance to disease * 30% chance to blind ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +6% mind +10% physical Phys.save +25 (+7 eff.) Mind.save +12 (+4 eff.) Curse of Misfortune A suit of armour made of leather. |
Inventory
3 agate 3 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. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
onyx onyx0.0 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. |
Crystal Focus 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. |
scorching brass lantern of focus scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- misc Light +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. |
dwarven-steel pickaxe 'Morbuscut' (dig speed 15 turns) dwarven-steel pickaxe 'Morbuscut' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str dps ---------- Crit.mult +13.00% Phys.pwr +8 (+4 eff.) Res.pen +10% nature Apr +6 ----- def ----- Fatigue -6% Crit.dmg- 10.00% ---------- misc Infravis +3 Telepathy Demon/Minor Demon/Major While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Squibbles the Cornac Cursed level 10
19th Dusk 122nd year of Ascendancy at 23:22 see stats
By Squibbles the Cornac Cursed level 20
16th Regrowth 123rd year of Ascendancy at 02:32 see stats
By Squibbles the Cornac Cursed level 17
2nd Regrowth 123rd year of Ascendancy at 21:52 see stats
By Squibbles the Cornac Cursed level 10
8th Dusk 122nd year of Ascendancy at 06:11 see stats
By Squibbles the Cornac Cursed level 20
14th Regrowth 123rd year of Ascendancy at 17:52 see stats
By Squibbles the Cornac Cursed level 11
31st Dusk 122nd year of Ascendancy at 06:55 see stats
By Squibbles the Cornac Cursed level 7
8th Flare 122nd year of Ascendancy at 06:09 see stats
By Squibbles the Cornac Cursed level 11
48th Dusk 122nd year of Ascendancy at 02:37 see stats
By Squibbles the Cornac Cursed level 20
15th Regrowth 123rd year of Ascendancy at 23:41 see stats
Log
Squibbles's tidal wave hits Luminous horror for (13 absorbed), 0 cold, (9 absorbed), 0 physical (0 total damage).
Squibbles's tidal wave hits Luminous horror for 13 cold, 11 physical (24 total damage).
Luminous horror's light area effect hits Squibbles for (18 resonance), 18 light (18 total damage).
Luminous horror's light area effect hits Squibbles for (20 resonance), 20 light (20 total damage).
Luminous horror overcomes the gloom.
Luminous horror overcomes the gloom
Luminous horror casts Searing Light.
Your hatred grows even as your life fades! (+4 hate)
Luminous horror HEALS from fire damage!
Squibbles hits Luminous horror for 2 lightning, 0 fire, 4 healing (2 total damage) [4 healing].
Luminous horror hits Squibbles for (36 resonance), 36 light (36 total damage).
Luminous horror hits Squibbles for (8 resonance), 8 light (9 total damage).
Squibbles uses Infusion: Regeneration.
Squibbles starts regenerating health quickly.
Squibbles receives 4 healing.
Luminous horror is knocked back!
Luminous horror is knocked back!
Squibbles's tidal wave hits Luminous horror for (13 absorbed), 0 cold, (11 absorbed), 0 physical (0 total damage).
Squibbles's tidal wave hits Luminous horror for 13 cold, 11 physical (24 total damage).
Luminous horror's light area effect hits Squibbles for (17 resonance), 17 light (17 total damage).
Luminous horror's light area effect hits Squibbles for (17 resonance), 17 light (17 total damage).
Luminous horror casts Firebeam.
Your hatred grows even as your life fades! (+4 hate)
Luminous horror casts Firebeam.
Your resonance field crumbles under the damage!
The psychic field around Squibbles crumbles.
Your hatred grows even as your life fades! (+4 hate)
Squibbles begins rampaging!
Saving game...