












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 | Cornac |
| Class | Solipsist |
| Level / Exp | 40 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Adolaith the elven guard at level 26 on the 43rd Dusk 122nd year of Ascendancy at 23:15 3 / 4Killed by Cyrakira the brown bear at level 30 on the 52nd Dusk 122nd year of Ascendancy at 16:08 Killed by Eilinida the skeleton archer at level 32 on the 79th Dusk 122nd year of Ascendancy at 10:42 Killed by Nerivea the ghast at level 36 on the 2nd Allure 123rd year of Ascendancy at 07:49 |
| Antimagic | Follower |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 17 (base 15) |
| Constitution | 49 (base 34) |
| Magic | 10 (base 10) |
| Willpower | 100 (base 60) |
| Cunning | 77.682148496657 (base 60) |
Resources
| Life | 896/896 |
| Equilibrium | 53 |
| Psi | 510/510 |
| Healing Factor | 1.7432873839944 |
| Regeneration | 45.132301315413 |
Speed
| Mental | 0% |
| Attack | +10.860507519458% |
| Movement | 0% |
| Spell | 0% |
| Global | +145.07212032837% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 57.675054158907 |
| See Invisible | 57.675054158907 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 51 |
| Crit Chance | 34% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 90 |
| Accuracy | 51 |
| Crit Chance | 35% |
| APR | 61 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 50% |
| Speed | 0.9020344777192 |
Offense: Damage Bonus
| Acid | +28% |
| Blight | +5% |
| Physical | +10% |
| Mind | +47% |
| All | +2% |
| Lightning | +20% |
| Darkness | +11% |
| Fire | +14% |
| Nature | +59% |
Offense: Damage Penetration
| Mind | +10% |
| Light | +10% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 43.748698766191 (60%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 53.89 |
| Spell Save | 54.385 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 36%( 70%) |
| Cold | + 25%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 29%( 70%) |
| Mind | + 32%( 70%) |
| Darkness | + 25%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Bleed Resistance | 20% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 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 587 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 253 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 700% 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 Willpower stat. |
Class Talents
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Thought-Forms | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Distortion | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Psionic / Dream Forge | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Thought-Form: Bowman |
| talent | Psiblades |
| talent | Forge Shield |
| talent | Antimagic Shield |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+45% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by orc archer. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost tinker from death by Xodheriawe the bee swarm. Escort: lost tinker (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Possessed. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 dwarven-steel boots 'Borista' (25 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Apr +3 ----- def ----- Armour +10 Defense +25 (+8 eff.) Fatigue -3% Phys.save +22 (+0 eff.) Die.at -80.00 life ---------- misc Max.enc +28 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Glorurarin2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +2% Dmg.mod +21% mind ----- def ----- Phys.save +7 (+0 eff.) Heal.mod +12% ---------- misc Equi/ret +0.16 Max.hate +6.00 Light +3 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 | Nightransom the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +4.0% Crit.mult +5.00% Dmg.mod +11% acid ----- def ----- Defense +1 (+0 eff.) Resists +16% acid +3% darkness Die.at -60.00 life ---------- misc Max.psi +10.00 A pointy cloth hat, very wizardly... |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+0 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 182.58 arcane damage and stunned). Uses 85 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Lightningpain the dwarven-steel torque of psionic shield [power 91] (22 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Dex +4 Wil +3 Cun dps ---------- Dmg.mod +18% lightning Res.pen +10% light ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +1 Setup a psionic shield, reducing all damage taken by 91 for 5 turns Puts all charms on 22 cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | savage's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Spell.save +13 (+0 eff.) Max.HP +63.00 HP.reg +11.00 Heal.mod +15% ---------- misc Max.stam +13.00 Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+0 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Yvewyn the Scorchraptor0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +12% fire ----- def ----- Resists +6% blight +3% cold +6% mind +18% fire Phys.save +21 (+0 eff.) Spell.save +22 (+0 eff.) Mind.save +31 (+9 eff.) Die.at -60.00 life Blind- +10% Amulets make your neck look great! |
| In main hand | Khelydan the Balancedeath (97% power, 38 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 97% Range: 1.1x Uses 84% Wil, 50% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +38 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to slow global speed by 71% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) Dmg.mod +9% nature Res.pen +10% mind ----- def ----- Resists +12% blight Phys.save +6 (+0 eff.) Spell.save +20 (+0 eff.) Mind.save +5 (+2 eff.) Die.at -40.00 life Max.HP +80.00 ---------- misc Equi/ret +1.30 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 | Porabeth1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +6.0% Crit.mult +5.00% Mind.pwr +4 (+1 eff.) Dmg.mod +3% mind ----- def ----- Resists +6% mind Mind.save +6 (+2 eff.) Die.at -40.00 life A belt that goes around your waist. |
| In off hand | Urthuneg (107% power, 51 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 107% Range: 1.1x Uses 84% Wil, 50% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +51 Crit +4.5% Atk.spd 100% On Hit.r1 +12 mind While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Mind.pwr +13 (+3 eff.) Melee+ 9 mind 13 darkness Dmg.mod +6% mind +9% darkness ----- def ----- Resists +18% lightning +9% light Spell.save +6 (+0 eff.) Die.at -60.00 life Cut- +20% Silence- +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 | Belatharegorek (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +3% blight ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning +9% nature Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Primal Infusion (affinity 20%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+10 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 57 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Gleamstrider (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +7 Wil dps ---------- Dmg.mod +18% lightning +15% light Res.pen +10% mind ----- def ----- Resists +27% lightning +12% mind +6% light +11% all ---------- misc Equi/ret +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour 'Goreparry' (13 def, 10 armour)9.0 T3 light armor [Random Unique] Master/Psionic While equipped: Stats +6 Dex +4 Wil +10 Cun dps ---------- Dmg.mod +3% darkness Res.pen +15% nature On Hit (Melee): * 10% chance to slow global speed by 71% ----- def ----- Armour +10 Defense +13 (+4 eff.) Fatigue +8% Resists +6% nature +17% fire Mind.save +12 (+4 eff.) A suit of armour made of leather. |
Pitchbiter the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +6 Str +7 Dex +5 Mag +5 Con dps ---------- Phys.pwr +13 (+4 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Armour +2 Crit.chn- 10.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dairuhell the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Rare] Arcane While equipped: Stats +5 Str +7 Mag dps ---------- Phys.crit +4.0% Dmg.mod +9% physical Res.pen +20% physical Acc +10 (+9 eff.) Apr +3 ----- def ----- Defense +3 (+1 eff.) Resists +2% physical Spell.save +12 (+0 eff.) Die.at -80.00 life A pointy cloth hat, very wizardly... |
Eremusta (1 def, 10 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +7 Dex +4 Wil +4 Cun dps ---------- Mind.pwr +4 (+1 eff.) Acc +20 (+14 eff.) ----- def ----- Armour +10 Defense +1 (+0 eff.) Phys.save +18 (+0 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Malorek' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Crit.mult +5.00% Apr +4 ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +1.00 Max.vim +10.00 A cap made of leather. |
iron helm 'Glotha' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex ----- def ----- Armour +3 Fatigue +5% Resists +9% mind +1% physical Max.HP +20.00 Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 40.6 Physical damage. If the attack hits, the target is confused (29% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xotha the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +7 Dex +5 Mag +4 Wil +4 Cun dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +9% blight Melee Ret 6 acid ----- def ----- Armour +4 Fatigue +4% Resists +14% light +15% darkness Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 40.6 Physical damage. If the attack hits, the target is confused (29% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
8 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. |
5 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 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. |
3 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. |
5 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+9 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+9 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
846 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. |
Shadepeal the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +25% darkness Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce damage dealt by 34% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Belyritta the Chargeblast [power 175] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% lightning +12% temporal Res.pen +20% lightning +10% temporal ----- def ----- Resists +15% lightning +12% temporal Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 192 physical damage Puts all charms on 13 cooldown 100% to reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing ash totem of stinging [power 194] (13 cooldown)2.0 T2 totem charm [Ego+] Nature Sting an enemy dealing 308 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By sleep the Cornac Solipsist level 39
8th Allure 123rd year of Ascendancy at 12:21 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By sleep the Cornac Solipsist level 39
6th Allure 123rd year of Ascendancy at 21:49 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By sleep the Cornac Solipsist level 18
17th Dusk 122nd year of Ascendancy at 03:01 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By sleep the Cornac Solipsist level 33
63rd Haze 122nd year of Ascendancy at 08:46 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By sleep the Cornac Solipsist level 30
54th Dusk 122nd year of Ascendancy at 03:19 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By sleep the Cornac Solipsist level 14
8th Flare 122nd year of Ascendancy at 23:07 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By sleep the Cornac Solipsist level 31
57th Dusk 122nd year of Ascendancy at 17:29 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By sleep the Cornac Solipsist level 32
79th Dusk 122nd year of Ascendancy at 09:10 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By sleep the Cornac Solipsist level 23
38th Dusk 122nd year of Ascendancy at 03:59 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By sleep the Cornac Solipsist level 39
2nd Regrowth 123rd year of Ascendancy at 17:59 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By sleep the Cornac Solipsist level 35
71st Haze 122nd year of Ascendancy at 16:06 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By sleep the Cornac Solipsist level 26
43rd Dusk 122nd year of Ascendancy at 06:05 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By sleep the Cornac Solipsist level 10
79th Pyre 122nd year of Ascendancy at 03:54 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By sleep the Cornac Solipsist level 20
26th Dusk 122nd year of Ascendancy at 11:04 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By sleep the Cornac Solipsist level 30
52nd Dusk 122nd year of Ascendancy at 15:10 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By sleep the Cornac Solipsist level 40
7th Regrowth 123rd year of Ascendancy at 12:25 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By sleep the Cornac Solipsist level 33
53rd Haze 122nd year of Ascendancy at 22:38 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By sleep the Cornac Solipsist level 25
40th Dusk 122nd year of Ascendancy at 13:10 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By sleep the Cornac Solipsist level 7
75th Pyre 122nd year of Ascendancy at 15:05 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By sleep the Cornac Solipsist level 33
42nd Haze 122nd year of Ascendancy at 16:14 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By sleep the Cornac Solipsist level 22
34th Dusk 122nd year of Ascendancy at 02:15 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By sleep the Cornac Solipsist level 16
6th Dusk 122nd year of Ascendancy at 16:01 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By sleep the Cornac Solipsist level 38
6th Allure 123rd year of Ascendancy at 06:22 see stats
Log
You gain 3.33 gold from the transmogrification of steady hardened leather sling of fire.
You gain 4.37 gold from the transmogrification of runic hardened leather sling of acid.
You gain 9.35 gold from the transmogrification of stormbringer's voratun steamsaw of fire resistance (+21%) (148% power, 0 apr).
You gain 3.88 gold from the transmogrification of reinforced voratun steamsaw of temporal resistance (+16%) (65% power, 0 apr).
You gain 4.44 gold from the transmogrification of nature's living mindstar of life (113% power, 40 apr, mind damage).
You gain 5.02 gold from the transmogrification of honing pulsing mindstar of balance (108% power, 32 apr, mind damage).
You gain 16.82 gold from the transmogrification of voratun dagger 'Smearbreak' (148% power, 9 apr).
You gain 15.00 gold from the transmogrification of Star (100% power, 0 apr).
You gain 15.00 gold from the transmogrification of Dagger of the Past (129% power, 20 apr).
You gain 6.57 gold from the transmogrification of truestriking voratun waraxe of torment (150% power, 6 apr).
You gain 3.74 gold from the transmogrification of stralite waraxe of crippling (136% power, 5 apr).
You gain 25.00 gold from the transmogrification of dwarven-steel waraxe 'Koredas' (120% power, 11 apr).
You gain 24.12 gold from the transmogrification of Strikewar the dwarven-steel waraxe (118% power, 4 apr).
You gain 25.00 gold from the transmogrification of dwarven-steel mace 'Splendourpassion' (130% power, 4 apr).
You gain 6.46 gold from the transmogrification of flaming voratun longsword of shearing (154% power, 6 apr).
You gain 25.00 gold from the transmogrification of dwarven-steel longsword 'Glowmarrow' (126% power, 4 apr).
You gain 4.27 gold from the transmogrification of flaming voratun greatsword of torment (176% power, 4 apr).
You gain 8.04 gold from the transmogrification of truestriking steel greatsword of ruin (127% power, 2 apr).
You gain 10.76 gold from the transmogrification of magewarrior's short yew magestaff of wizardry (120% power, 4 apr, arcane element).
You gain 1.81 gold from the transmogrification of warrior's gold ring of frost (+24%).
You gain 1.78 gold from the transmogrification of shielding rune (absorb 261; dur 6; cd 18).
You gain 1.52 gold from the transmogrification of shielding rune (absorb 176; dur 4; cd 15).
You gain 1.96 gold from the transmogrification of shielding rune (absorb 321; dur 5; cd 17).
You gain 0.65 gold from the transmogrification of shatter afflictions rune (absorb 53; cd 21).
You gain 0.68 gold from the transmogrification of manasurge rune (regen 1215% over 10 turns; mana 61; cd 14).
You gain 1.86 gold from the transmogrification of acid wave rune (damage 221; dur 4; cd 21).
You gain 1.71 gold from the transmogrification of regeneration infusion (heal 406; 14 cd).
You gain 1.53 gold from the transmogrification of movement infusion (speed 600%; cd 17).
You gain 0.70 gold from the transmogrification of healing infusion (heal 67; cd 14).
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