
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.5.10This 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 Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Summoner |
Level / Exp | 24 / 77% |
Size | medium |
Lifes / Deaths | Killed by rimebark at level 10 on the 7th Flare 122nd year of Ascendancy at 19:01 2 / 4Killed by Sandworm Queen at level 10 on the 7th Flare 122nd year of Ascendancy at 19:52 Killed by fire drake at level 22 on the 44th Haze 122nd year of Ascendancy at 15:01 Killed by ritch flamespitter at level 22 on the 44th Haze 122nd year of Ascendancy at 16:02 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 13 (base 11) |
Constitution | 49 (base 33) |
Magic | 14 (base 10) |
Willpower | 70 (base 47) |
Cunning | 35 (base 30) |
Resources
Life | 691/691 |
Equilibrium | 0 |
Healing Factor | 1.5671232876713 |
Regeneration | 0.39178082191784 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 7 |
See Stealth | 45.74674930024 |
See Invisible | 45.74674930024 |
Offense: Mainhand
Damage | 22 |
Accuracy | 41 |
Crit Chance | 12% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 18 |
Accuracy | 41 |
Crit Chance | 11% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Blight | +6% |
Physical | +10% |
Mind | +32% |
Lightning | +10% |
Darkness | +9% |
Cold | +10% |
Fire | +5% |
Nature | +16% |
Offense: Damage Penetration
Lightning | +8% |
Defense: Base
Armour (hardiness) | 39 (60%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 11 |
Physical Save | 38 |
Spell Save | 41 |
Mental Save | 46 |
Defense: Resistances
Lightning | + 17%( 70%) |
Blight | + 33%( 70%) |
Nature | + 60%( 70%) |
Cold | + 46%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Pinning Resistance | 28% |
Confusion Resistance | 12% |
Instadeath Resistance | 100% |
Disarm Resistance | 23% |
Poison Resistance | 12% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 234 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 405 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Summoning (utility) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Summoning (melee) | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 3/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 |
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 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 +1. | done |
You failed to protect the injured seer from death by snow giant. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Constitution by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Agrimley the hermit has completed an elixir of serendipity without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | 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 | ![]() 3.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+3 eff.) Blink to a nearby random location (rad 8) Puts all charms on 23 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.pwr +16 (+5 eff.) Dmg.mod +6% nature +12% mind ----- def ----- Max.HP +44.00 Heal/summ +20 ---------- misc Max.psi +20.00 Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.5 T3 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +10 (+3 eff.) Max.HP +52.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Wards +2 acid +2 nature +2 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +21.00 Disarm- +23% Pinning- +28% Knockbk- +20% Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +6% blight +20% cold +5% nature Poison- +12% Disease- +10% Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Spell.pwr +7 (+4 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +6% blight +5% fire ----- def ----- Mind.save +6 (+2 eff.) Confus- +12% Amulets can have magical properties. |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic This natural lightning should be returned to the wyrm. Power 12.5 - 13.8 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +1 Mag +1 Wil +1 Cun +2 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% lightning +6% mind +5% darkness Res.pen +8% lightning Melee Ret 12 lightning 5 mind 6 darkness ----- def ----- Resists +8% lightning Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% mind +4% darkness Melee Ret 4 mind 4 darkness ----- def ----- Phys.save +4 (+2 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+6 eff.) Resists +30% nature Phys.save +10 (+4 eff.) Spell.save +10 (+4 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
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 173 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 27.57 to 82.72 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +15% cold ---------- misc Masteries +0.15 Wild-gift/Summoning (augmentation) Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +6 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Str +5 Con dps ---------- Phys.pwr +7 (+4 eff.) Melee+ 21 light Ranged+ 29 light On Hit (Melee): * 14% chance to blind On Hit (Ranged): * 18% chance to blind Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +14% darkness ----- def ----- Resists +28% darkness Phys.save +7 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +9 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +6 (+2 eff.) Rings can have magical properties. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 nature On Hit.r1 +8 nature +8 lightning On Crit.r2 +8 nature While equipped: dps ---------- Phys.crit +8.0% Crit.mult +15.00% Dmg.mod +6% nature Apr +10 On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +3% nature Sharp, long, and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic This psionic mindstar has an epiphany about dreams. This natural lightning should be returned to the wyrm. Power 8.5 - 9.4 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +1 Wil +1 Cun +2 Con dps ---------- Mind.crit +4% Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind +11% lightning Res.pen +7% lightning Melee Ret 7 lightning ----- def ----- Resists +4% lightning 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 10.0 - 11.0 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature +4% acid ----- def ----- Resists +3% blight Disease- +13% ---------- misc Equi/ret +1.10 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. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Master/Psionic Power 29.5 - 41.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: dps ---------- Phys.crit +8.0% Crit.mult +11.00% S.pwr/crit +6 Dmg.mod +12% blight Apr +8 ----- def ----- Armour +2 Cut- +10% ---------- misc Max.mana +60.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +11 Crit +4.5% Atk.spd 100% Phasing +19% Melee+ +16 cold One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Psionic Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +17 blight +5 mind On Hit: * 10% chance to cause random gloom * 10% chance to disease While equipped: Stats +3 Cun +4 Wil One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Mind.crit +4% Res.pen +20% mind ----- def ----- Resists +9% fire +7% cold Heal/summ +40 ---------- misc Equi/ret +0.24 Hate/m.crit +5.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +10% temporal HP.reg +1.00 Heal.mod +11% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Armour +10 Resists +8% light +6% darkness Create a temporary shield that absorbs 173 damage Puts all charms on 27 cooldown A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+6 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 7 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +6% acid +7% physical +7% fire +7% cold ----- def ----- Defense +2 (+2 eff.) Resists +13% acid +12% physical +10% darkness +10% fire +11% mind +12% cold Phys.save +10 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +24 (+8 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 160.33 mind damage and cripples the target's higher mental functions, reducing cunning by 14 and confusing (32% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +8 Dex dps ---------- Dmg.mod +6% lightning Res.pen +5% arcane Melee Ret 12 arcane ----- def ----- Armour +4 Fatigue +4% Resists +5% arcane +8% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor Reqs Str 28 [Ego+] Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +12% nature +13% blight D.Red.from +9% Unnatural A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Str 28 [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +7% arcane Spell.save +11 (+4 eff.) Mind.save +13 (+4 eff.) A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+5 eff.) Rng.Def +4 (+3 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+6 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +6% Resists +5% acid +6% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+3 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 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. |
![]() 3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 36 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 9 beam dealing 94.50 to 189.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% lightning +6% darkness ----- def ----- Resists +12% darkness +3% lightning ---------- misc Talents +10 Volcano Cooldown Volcano -6 Creates a wall of flames lasting 4 turns (dealing 329 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 102 to 205 Puts all charms on 9 cooldown 100% to regenerate 6 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Maron the Cornac Summoner level 24
49th Haze 122nd year of Ascendancy at 02:42 see stats
By Maron the Cornac Summoner level 24
47th Haze 122nd year of Ascendancy at 04:46 see stats
By Maron the Cornac Summoner level 12
72nd Dusk 122nd year of Ascendancy at 07:02 see stats
By Maron the Cornac Summoner level 13
7th Haze 122nd year of Ascendancy at 21:12 see stats
By Maron the Cornac Summoner level 18
33rd Haze 122nd year of Ascendancy at 17:15 see stats
By Maron the Cornac Summoner level 10
7th Flare 122nd year of Ascendancy at 16:19 see stats
By Maron the Cornac Summoner level 20
37th Haze 122nd year of Ascendancy at 14:14 see stats
By Maron the Cornac Summoner level 11
17th Dusk 122nd year of Ascendancy at 15:48 see stats
By Maron the Cornac Summoner level 16
21st Haze 122nd year of Ascendancy at 10:10 see stats
By Maron the Cornac Summoner level 8
3rd Flare 122nd year of Ascendancy at 12:09 see stats
By Maron the Cornac Summoner level 12
5th Haze 122nd year of Ascendancy at 02:18 see stats
By Maron the Cornac Summoner level 18
25th Haze 122nd year of Ascendancy at 06:16 see stats
By Maron the Cornac Summoner level 22
44th Haze 122nd year of Ascendancy at 22:30 see stats
Log
Crippling Poison from Poison ivy hits Ritch flamespitter for 5 nature damage.
Resting starts...
Crippling Poison from Poison ivy hits Ritch flamespitter for 5 nature damage.
Crippling Poison from Poison ivy hits Ritch flamespitter for 5 nature damage.
Crippling Poison from Poison ivy hits Ritch flamespitter for 5 nature damage.
Crippling Poison from Poison ivy hits Ritch flamespitter for 5 nature damage.
Crippling Poison from Poison ivy hits Ritch flamespitter for 5 nature damage.
Talent Ritch Flamespitter is ready to use.
Crippling Poison from Poison ivy hits Ritch flamespitter for 5 nature damage.
Ritch flamespitter is no longer poisoned.
Your summoned ritch flamespitter disappears.
Rested for 94 turns (stop reason: all resources and life at maximum).
Maron picks up (j.): dwarven-steel longsword 'Earthgrit' (21.5-30.1 power, 4 apr).
An object rolls from the chest!
Maron picks up (y.): enlightening dwarven-steel mail armour of spell shielding (3 def, 8 armour).
Maron picks up (b.): lightning rune of the wizard (83 lightning damage).
Ran for 4 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: didn't move).
Saving game...
Saving done.