











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Solipsist |
Level / Exp | 12 / 78% |
Size | medium |
Lifes / Deaths | Killed by Norgos, the Frozen at level 12 on the 12nd Dusk 122nd year of Ascendancy at 10:30 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 17 (base 10) |
Magic | 10 (base 10) |
Willpower | 51 (base 37) |
Cunning | 37 (base 28) |
Resources
Life | -10/201 |
Psi | 52/242 |
Healing Factor | 1.272941519274 |
Regeneration | 7.9558844954623 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 29.271521086458 |
See Invisible | 29.271521086458 |
Offense: Mainhand
Damage | 17 |
Accuracy | 32 |
Crit Chance | 11% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 32 |
Crit Chance | 11% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Lightning | +6% |
Light | +6% |
Nature | +17% |
Darkness | +12% |
Physical | +10% |
Fire | +20% |
All | 0% |
Offense: Damage Penetration
Light | +20% |
Mind | +5% |
Fire | +10% |
Cold | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 1 |
Ranged Defense | 1 |
Fatigue | 3 |
Physical Save | 24 |
Spell Save | 26 |
Mental Save | 39 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 12%( 70%) |
All | + 9%( 70%) |
Darkness | + 14%( 70%) |
Light | + 25%( 70%) |
Lightning | + 12%( 70%) |
Fire | + 32%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Confusion Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 153 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Thought-Forms | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * '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 vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 within6 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 nature ----- def ----- Armour +1 Resists +3% lightning +6% light +3% fire +5% arcane +3% acid HP.reg +2.00 Heal.mod +10% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.crit +4% Dmg.mod +9% nature Res.pen +5% mind +5% nature ---------- misc Max.psi +10.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness +3% fire Res.pen +5% fire On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Resists +3% darkness Mind.save +5 (+2 eff.) Confus- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Melee Ret 2 acid 6 cold ----- def ----- Resists +22% fire +3% darkness +3% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +15% light +15% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Fatigue -5% Resists +3% light HP.reg +2.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.04 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +2% blight Disease- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% lightning +6% fire +6% light Res.pen +5% light +5% fire ----- def ----- Defense +1 (+1 eff.) Resists +9% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +9% all Max.HP +43.00 HP.reg +2.00 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +6% light +3% mind ---------- misc Light +1 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
![]() 3.0 T1 mace 1H weapon [Rare] Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: ----- def ----- Armour +2 Resists +3% nature Die.at -60.00 life Confus- +10% Pinning- +10% Teleport- +20% Blunt and deadly. |
![]() 4.0 T1 sling 1H weapon Reqs Dex 11 [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +5 lightning While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +9% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +9% acid +10% fire Res.pen +25% darkness +15% acid ----- def ----- Defense +6 (+6 eff.) ---------- misc Max.P.En +10.00 Max.N.En +10.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area and deals 38.14 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Acc +5 (+5 eff.) Apr +5 ----- def ----- Armour +1 Resists +5% arcane +6% temporal A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Res.pen +10% blight +5% mind Apr +4 Melee Ret 4 blight ----- def ----- Armour +1 Resists +3% acid A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 7 physical Dmg.mod +3% physical ----- def ----- Armour +6 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning +12% temporal +6% blight Spell.save +3 (+2 eff.) A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +7 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Crit.chn- 15.00% Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex +1 Wil dps ---------- Res.pen +15% darkness ----- def ----- Armour +3 Fatigue +1% ---------- misc Light +2 Infravis +2 A cap made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Dmg.mod +12% mind Res.pen +5% lightning Acc +4 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +5% arcane ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Random Unique] Arcane/Master/Psionic Power 19.5 - 23.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 39 Ranged+ +7 blight +12 arcane +10 physical On Hit.r1 +12 arcane On Crit.r2 +4 arcane On Hit: * 7% chance to reduce strength, dexterity, and constitution by 6 * 20% chance to knock the target back 3 spaces and deal 185 physical damage While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Gamble the Cornac Solipsist level 11
2nd Flare 122nd year of Ascendancy at 12:53 see stats
By Gamble the Cornac Solipsist level 10
2nd Mirth 122nd year of Ascendancy at 18:41 see stats
By Gamble the Cornac Solipsist level 10
3rd Mirth 122nd year of Ascendancy at 13:06 see stats
By Gamble the Cornac Solipsist level 10
5th Mirth 122nd year of Ascendancy at 03:15 see stats
Log
Gamble converts some damage to Psi!
Zubynor the spitting spider hits Gamble for 3 to psi, 4 mind, 2 to psi, 3 blight (13 total damage).
Zubynor the spitting spider hits Thought-forged bowman for 28 physical, 6 blight (34 total damage).
Melee retaliation hits Zubynor the spitting spider for 2 acid, 6 cold, 2 nature (9 total damage).
Gamble receives 3 healing (3 psi heal).
Norgos, the Frozen casts Frost Grab.
Gamble shrugs off the effect 'Slow movement'!
Gamble converts some damage to Psi!
Zubynor the spitting spider's Beyond the Flesh hits Thought-forged bowman for 50 physical damage.
Thought-forged bowman's Steady Shot hits Zubynor the spitting spider for 73 physical, 7 nature (79 total damage).
Norgos, the Frozen hits Gamble for 20 to psi, 26 cold (46 total damage).
Gamble deactivates Thought-Form: Bowman.
Zubynor the spitting spider's Beyond the Flesh killed Thought-forged bowman!
Gamble uses Mind Sear.
Gamble hits Norgos, the Frozen for (7 flat reduction), 77 mind (77 total damage).
Gamble has finished recovering.
Talent Infusion: Healing is ready to use.
Talent Distortion Bolt is ready to use.
Talent Resonance Field is ready to use.
Gamble receives 3 healing (3 psi heal).
Norgos, the Frozen is no longer distorted.
Zubynor the spitting spider uses Spit Poison.
Norgos, the Frozen throws a finishing uppercut.
Gamble shrugs off the effect 'Stunned'!
Gamble converts some damage to Psi!
Zubynor the spitting spider hits Gamble for 8 to psi, 11 nature (19 total damage).
Melee retaliation hits Norgos, the Frozen for (1 flat reduction), 0 acid, (4 flat reduction), 0 cold, (1 flat reduction), 0 nature (0 total damage).
Norgos, the Frozen hits Gamble for 20 to psi, 26 physical (46 total damage).
Gamble the level 12 cornac solipsist was hacked apart to death by Norgos, the Frozen and was turned into icicles on level 3 of Norgos Lair.