Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Allow Respec Anywhere 1.2.3Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Possess Everyone 1.7.0This mod should allow you to possess all ranks. At the highest level of the Possess talent, it enables you to possess any rank of enemy, including Elite Bosses. I recommend the excellent Proper Possession, as well. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Spell Merchants 1.7.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: 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: 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:
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 Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. 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 | Madness Adventure |
Sex | Female |
Race | Higher |
Class | Alchemist |
Level / Exp | 14 / 58% |
Size | medium |
Lifes / Deaths | Killed by Poleldata the treant at level 10 on the 3rd Dusk 122nd year of Ascendancy at 07:00 2 / 3Killed by ritch flamespitter at level 11 on the 4th Dusk 122nd year of Ascendancy at 14:13 Killed by Beteda the treant at level 11 on the 4th Dusk 122nd year of Ascendancy at 17:26 |
Primary Stats
Strength | 42 (base 40) |
Dexterity | 42 (base 40) |
Constitution | 40 (base 40) |
Magic | 52 (base 40) |
Willpower | 42 (base 38) |
Cunning | 55 (base 38) |
Resources
Life | 514/518 |
Mana | 121/136 |
Healing Factor | 1.6614297605397 |
Regeneration | 4.7350748175382 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +103.9% |
Vision
Sight | 15 |
Lite | 5 |
Infravision | 12 |
See Stealth | 69.538504781473 |
See Invisible | 69.538504781473 |
Offense: Mainhand
Damage | 54 |
Accuracy | 55 |
Crit Chance | 18% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +22% |
Cold | 0% |
All | 0% |
Lightning | 0% |
Light | +13% |
Physical | +9% |
Darkness | +5% |
Fire | +52% |
Mind | +3% |
Offense: Damage Penetration
Fire | +10% |
Defense: Base
Armour (hardiness) | 63.536338251147 (61.954438896676%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 45 |
Mental Save | 42 |
Defense: Resistances
Cold | + 55%( 70%) |
Acid | + 55%( 70%) |
Light | + 62%( 70%) |
Darkness | + 49%( 70%) |
Lightning | + 62%( 70%) |
Arcane | + 60%( 70%) |
Fire | + 55%( 70%) |
All | + 42%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Teleport Resistance | 20% |
Poison Resistance | 58% |
Instadeath Resistance | 100% |
Blind Resistance | 54% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 360 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (148 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 452 damage for 5 turns. Its effects scale with your Magic stat. |
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 155 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Spell / Fire alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Frost alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Energy alchemy | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Solar alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Arcane | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Explosive admixtures | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / War alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Toxic alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Fire | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 2/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Cunning / Herbalism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Stone alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Flame Infusion |
talent | Arcane Power |
talent | Defensive Posture |
talent | Shielding |
talent | Arcane Shield |
talent | Thunderstorm |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Equipment
On feet | pair of iron boots 'Malichak' (0 def, 5 armour) pair of iron boots 'Malichak' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +25 (+8 eff.) Melee Ret 2 mind ----- def ----- Armour +5 Fatigue +2% Resists +5% arcane +3% lightning Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | 210 alchemist citrine 210 alchemist citrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 When used in a prism: Prism beam range +1 Gems can be sold for money or used in arcane rituals. |
On hands | Siloleda the dwarven-steel gauntlets (5 def, 2 armour) Siloleda the dwarven-steel gauntlets (5 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag dps ---------- Melee+ 13 darkness Dmg.mod +5% darkness Acc +5 (+2 eff.) ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +3% Resists +9% lightning +5% light +12% darkness Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disease- +20% Disarm- +23% ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 12 cooldown Level 1.0 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 64.06 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Xanelebrenne the linen wizard hat (6 def, 0 armour) Xanelebrenne the linen wizard hat (6 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +3% mind ----- def ----- Defense +6 (+2 eff.) Crit.chn- 5.00% Spell.save +9 (+3 eff.) Die.at -40.00 life Heal.mod +15% Poison- +10% ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
Tool | evasive iron torque of psionic shield [power 23] (15 cooldown) evasive iron torque of psionic shield [power 23] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Around waist | rough leather belt 'Lavaripper' rough leather belt 'Lavaripper'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% light +9% fire Res.pen +10% fire Melee Ret 8 light ----- def ----- Resists +5% arcane Phys.save +7 (+2 eff.) A belt that goes around your waist. |
Main armor | Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+5 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
In main hand | Eilinylema (100% power, 2 apr, fire element) Eilinylema (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical 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 (+1 eff.) Dmg.mod +10% fire Acc +6 (+2 eff.) ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue -5% Spell.save +9 (+3 eff.) Mind.save +3 (+1 eff.) Heal.mod +5% Teleport- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Cloak | linen cloak 'Salurabretira' (1 def, 6 armour) linen cloak 'Salurabretira' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Cun dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Dmg.mod +9% physical Acc +5 (+2 eff.) Apr +1 ----- def ----- Armour +6 Defense +1 (+0 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet of cunning (+2) copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
Inventory
movement infusion (speed 453%; cd 18) movement infusion (speed 453%; cd 18)0.1 infusion scroll [Normal] 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 increase movement speed by 453% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
elm magestaff (100% power, 2 apr, cold element) elm magestaff (100% power, 2 apr, cold element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical 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 (+1 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, fire element) elm magestaff (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical 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 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of might (115% power, 3 apr, fire element) potent ash magestaff of might (115% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 115% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+3 eff.) Dmg.mod +17% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe (105% power, 1 apr) iron battleaxe (105% power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 106% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
Splendourorder the iron mace (105% power, 2 apr) Splendourorder the iron mace (105% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Crit.mult +5.00% Acc +6 (+2 eff.) ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +3% nature +6% blight Disarm- +22% ---------- misc Light +2 Blunt and deadly. |
nature's vined mindstar of clarity (81% power, 18 apr, nature damage) nature's vined mindstar of clarity (81% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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 (+1 eff.) Dmg.mod +4% nature ----- def ----- Resists +2% blight Mind.save +2 (+1 eff.) Disease- +12% ---------- misc Max.psi +12.00 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. |
pulsing mindstar of life (105% power, 32 apr, mind damage) pulsing mindstar of life (105% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- Max.HP +15.00 HP.reg +0.50 ---------- 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. |
Timekeeper (4 def, 2 armour, 19.5 block) Timekeeper (4 def, 2 armour, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +5% temporal Teleport- +100% ---------- misc Talents +1 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
dreamer's linen robe (0 def, 0 armour) dreamer's linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +10% darkness +11% mind +7% all Phys.save +11 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +20 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating cured leather armour (6 def, 4 armour) rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% HP.reg +2.00 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
cleansing iron mail armour of resilience (2 def, 4 armour) cleansing iron mail armour of resilience (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +11% nature +11% blight Max.HP +23.00 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating iron plate armour of spell shielding (0 def, 7 armour) rejuvenating iron plate armour of spell shielding (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane/Nature While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +6% arcane Spell.save +11 (+3 eff.) HP.reg +2.30 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
Unlightjeer Unlightjeer1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness +3% blight Res.pen +5% darkness ----- def ----- Resists +6% blight +5% fire +5% cold A belt that goes around your waist. |
Balydig (1 def, 8 armour) Balydig (1 def, 8 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% arcane Res.pen +10% arcane Apr +1 ----- def ----- Armour +8 Defense +1 (+0 eff.) Resists +12% cold Die.at -40.00 life ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Noonpanic (6 def, 0 armour) Noonpanic (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +20% light +20% cold ----- def ----- Defense +6 (+2 eff.) Resists +6% light +3% cold Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Fogstinger' (1 def, 2 armour) linen cloak 'Fogstinger' (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +6% darkness +2% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +13.00 A pair of boots made of leather. |
pair of iron boots 'Chillmaster' (15 def, 3 armour) pair of iron boots 'Chillmaster' (15 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue -2% Phys.save +6 (+2 eff.) HP.reg +4.00 ---------- misc Max.enc +21 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Sparkblack' (0 def, 1 armour) iron gauntlets 'Sparkblack' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning +10% nature Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +9% acid +3% blight Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +20% 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. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
Boltprophet the rough leather cap (0 def, 1 armour) Boltprophet the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 6 blight ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Mana/turn +0.04 Vim/s.crit +2.00 Max.mana +40.00 A cap made of leather. |
rough leather cap 'Belubressra' (5 def, 1 armour) rough leather cap 'Belubressra' (5 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +3% fire Max.HP +40.00 Heal.mod +10% ---------- misc Max.stam +20.00 A cap made of leather. |
Belydur (0 def, 3 armour) Belydur (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- S.pwr/crit +4 Dmg.mod +6% arcane Res.pen +15% arcane Phasing +20% ----- def ----- Armour +3 Fatigue +5% ---------- misc Max.vim +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gunozilathad the iron helm (0 def, 3 armour) Gunozilathad the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +1% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +6% light Spell.save +9 (+3 eff.) ---------- misc Max.psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
52 alchemist agate 52 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
6 alchemist ametrine 6 alchemist ametrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 10) When used in a prism: Additional 10 lite damage Gems can be sold for money or used in arcane rituals. |
77 alchemist zircon 77 alchemist zircon0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to daze for 3 turns When used in a prism: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
brass lantern of the zealot brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) ---------- misc 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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. |
iron torque of psionic shield [power 23] (15 cooldown) iron torque of psionic shield [power 23] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By orge the Higher Alchemist level 10
2nd Dusk 122nd year of Ascendancy at 11:08 see stats
By orge the Higher Alchemist level 13
17th Dusk 122nd year of Ascendancy at 16:25 see stats
By orge the Higher Alchemist level 13
15th Dusk 122nd year of Ascendancy at 09:48 see stats
Log
Orge picks up (b.): shielding rune of the wizard (absorb 357; dur 5; cd 17).
Orge picks up (K.): brass lantern of the zealot.
Orge picks up (m.): rejuvenating iron plate armour of spell shielding (0 def, 7 armour).
Orge picks up (h.): nature's vined mindstar of clarity (81% power, 18 apr, nature damage).
Orge picks up (i.): pulsing mindstar of life (105% power, 32 apr, mind damage).
Orge picks up (m.): rejuvenating cured leather armour (6 def, 4 armour).
Lore found: tattered paper scrap (wolfmire)
You can read all your collected lore in the game menu, by pressing Escape.
Golem (servant of orge) uses Knockback.
Talent Rune: Shielding is ready to use.
You have no more inscription slots.
You are now inscribed with Rune: Shielding.
Orge deactivates Flame Infusion.
Orge activates Flame Infusion.
Orge deactivates Arcane Shield.
Orge activates Arcane Shield.
Orge deactivates Thunderstorm.
The furious lightning storm around orge calms down and disappears.
Orge activates Thunderstorm.
A furious lightning storm forms around orge!
Orge deactivates Defensive Posture.
Orge activates Defensive Posture.
Orge deactivates Arcane Power.
Orge activates Arcane Power.
Orge deactivates Shielding.
Orge activates Shielding.
Orge casts Interact with the Golem.
The furious lightning storm around orge calms down and disappears.