









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
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:
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 ZOmnibus Addon Pack 1.7.4Combines 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: 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 Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 28 / 5% |
| Size | small |
| Lifes / Deaths | Killed by orc corruptor at level 18 on the 16th Dusk 122nd year of Ascendancy at 18:30 1 / 6Killed by Betuldalaith the snow giant thunderer at level 24 on the 67th Dusk 122nd year of Ascendancy at 01:55 Killed by Isara the xorn at level 24 on the 67th Dusk 122nd year of Ascendancy at 04:35 Killed by Beloyada the giant lightning ant at level 27 on the 24th Haze 122nd year of Ascendancy at 23:25 Killed by Silykira the greater telugoroth at level 28 on the 25th Haze 122nd year of Ascendancy at 10:40 Killed by cynric at level 28 on the 25th Haze 122nd year of Ascendancy at 10:43 |
| Antimagic | Follower |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 25 (base 16) |
| Magic | 11 (base 10) |
| Willpower | 75 (base 58) |
| Cunning | 64 (base 49) |
Resources
| Life | 452/452 |
| Equilibrium | 0 |
| Psi | 428/428 |
| Healing Factor | 1.2545178243369 |
| Regeneration | 5.3317007534318 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 37.390773745007 |
| See Invisible | 37.390773745007 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 45 |
| Crit Chance | 19% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 45 |
| Crit Chance | 19% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +3% |
| Nature | +5% |
| Mind | +9% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Darkness | +10% |
| Blight | +15% |
| Physical | +10% |
| Mind | +5% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 26.14 |
| Spell Save | 29.22 |
| Mental Save | 40 |
Defense: Resistances
| Blight | + 14%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 15%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 13%( 70%) |
| Temporal | + 15%( 70%) |
| Darkness | + 29%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 41% |
| Silence Resistance | 20% |
| Confusion Resistance | 76% |
| Stun Resistance | 0% |
| Pinning Resistance | 35% |
| Poison Resistance | 20% |
| Knockback Resistance | 65% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 315 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 630% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the lost defiler from death by Xanithra the large white snake. Escort: lost defiler (level 2 of Trollmire) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Runahir the Ravenedge (5 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Defense +5 (+3 eff.) Resists +3% darkness +1% physical Phys.save +3 (+2 eff.) ---------- misc Stam/turn +2.00 Infravis +1 A pair of boots made of leather. |
| Light source | brass lantern 'Glowfurnace'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness Melee Ret 6 light ----- def ----- Resists +9% darkness Max.HP +40.00 ---------- misc 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 | rough leather cap 'Gukira' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Mag +3 Wil ----- def ----- Armour +1 Fatigue +1% Die.at -60.00 life Disarm- +10% ---------- misc Stam/ret +1.00 Equi/ret +0.90 Infravis +3 A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 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 | Ce'Ninor [power 200] (11/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +4% Melee Ret 4 mind On Hit (Melee): * 10% chance to slow global speed by 60% ----- def ----- Resists +9% cold +9% temporal ---------- misc Max.psi +20.00 Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Galewar the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Crit.mult +15.00% Dmg.mod +6% mind +3% cold Melee Ret 6 lightning ----- def ----- Resists +6% lightning Max.HP +20.00 Disarm- +31% Pinning- +35% Knockbk- +25% Rings make your fingers look great! |
| On fingers | Nimbusborn the steel ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +10% lightning Acc +7 (+7 eff.) Apr +8 Melee Ret 4 lightning ----- def ----- Defense +8 (+4 eff.) Resists +3% nature +6% fire Mind.save +6 (+2 eff.) Confus- +21% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | copper amulet 'Mayutha'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +3 Con dps ---------- Apr +3 ----- def ----- Defense +15 (+8 eff.) Phys.save +6 (+2 eff.) Die.at -80.00 life Max.HP +35.00 HP.reg +2.00 ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
| In main hand | Nightvengeance the mossy mindstar (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +8 lightning On Hit: * 10% chance to reduce damage dealt by 26% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+0 eff.) Dmg.mod +3% light ----- def ----- Resists +6% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Narogrim the Floeglory (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +4 cold On Hit: * 20% chance to slow global speed by 60% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Res.pen +10% cold ----- def ----- Armour +4 Resists +6% darkness Phys.save +3 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +2 (+1 eff.) Max.HP +20.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Equi/ret +0.60 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 | Murknigh (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% mind On Hit (Melee): * 20% chance to slow global speed by 60% * 20% chance to reduce all saves and defense by 32 ----- def ----- Defense +1 (+1 eff.) Resists +3% mind Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe 'Layyssra' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Dex +2 Con dps ---------- Res.pen +15% blight +10% physical ----- def ----- Resists +7% blight +4% physical +7% all Max.HP +45.00 HP.reg +2.00 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Glowonslaught0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Apr +3 ----- def ----- Defense +10 (+5 eff.) Resists +3% light +1% physical HP.reg +1.00 Stun/Frz- +23% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
Tundradare the cashmere robe (0 def, 10 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +16% lightning +3% cold ----- def ----- Armour +10 Resists +24% lightning +6% mind +6% nature +11% all Crit.chn- 10.00% Silence- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
10 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. |
7 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 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
8 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. |
3 citrine0.0 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. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
407 alchemist agate0.0 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 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. |
soothing iron torque of psionic shield [power 25] (11/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By cynric the Yeek Solipsist level 18
16th Dusk 122nd year of Ascendancy at 19:12 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By cynric the Yeek Solipsist level 25
5th Haze 122nd year of Ascendancy at 01:58 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By cynric the Yeek Solipsist level 10
1st Summertide 122nd year of Ascendancy at 07:04 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By cynric the Yeek Solipsist level 20
25th Dusk 122nd year of Ascendancy at 10:47 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By cynric the Yeek Solipsist level 22
64th Dusk 122nd year of Ascendancy at 20:48 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By cynric the Yeek Solipsist level 12
3rd Summertide 122nd year of Ascendancy at 19:18 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By cynric the Yeek Solipsist level 25
5th Haze 122nd year of Ascendancy at 14:06 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By cynric the Yeek Solipsist level 17
1st Dusk 122nd year of Ascendancy at 03:06 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By cynric the Yeek Solipsist level 28
25th Haze 122nd year of Ascendancy at 10:43 see stats
Log
Belamiba the telugoroth hits Belamiba the telugoroth's Inner Demon for 92 darkness damage.
Melee retaliation hits Belamiba the telugoroth's Inner Demon for 3 temporal damage.
Melee retaliation hits Belamiba the telugoroth for 2 temporal damage.
Belamiba the telugoroth's Inner Demon hits Belamiba the telugoroth for 73 darkness damage.
Melee retaliation hits Belamiba the telugoroth for 2 temporal damage.
Belamiba the telugoroth's Inner Demon retunes the fabric of spacetime.
Belamiba the telugoroth's Inner Demon resists the swap!
Belamiba the telugoroth's Inner Demon casts Invoke Darkness.
Belamiba the telugoroth's Inner Demon hits Belamiba the telugoroth for 97 darkness damage.
Belamiba the telugoroth's Inner Demon resists the baneful energy!
Belamiba the telugoroth's Inner Demon resists the baneful energy!
Belamiba the telugoroth's Inner Demon resists the baneful energy!
Silykira the greater telugoroth casts Lightning.
Silykira the greater telugoroth loses 50 mana from using a non-Arcane talent!
cynric converts some damage to Psi!
Silykira the greater telugoroth hits cynric for (48 antimagic), 35 to psi, 53 lightning (88 total damage).
cynric the level 28 yeek solipsist was zapped to death by Silykira the greater telugoroth and lost outside time on level 1 of Temporal Rift.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Silykira the greater telugoroth killed cynric!
Saving game...
Saving done.
cynric receives 4 healing (4 psi heal).
Talent Nightmare is ready to use.
cynric receives 4 healing (4 psi heal).
Talent Mental Shielding is ready to use.
cynric receives 4 healing (4 psi heal).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!





























































































