










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various 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: Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Mindstar Mindslayer 1.5.0Adds the Wild Gift/Mindstar Mastery talent tree (unlocked) to Mindslayers. Ashes of Urh'Rok 1.6.7Official 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:
Arcanum Class Pack 1.6.7Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Dread Necromancer 1.6.7The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Verdant Class Pack 1.6.7Content 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: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Showing Items Tier in Inventory 1.6.0This 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 Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 Ignore Race/Class Locks 1.1.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Forbidden Cults 1.6.7Official 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 | Possessor |
| Level / Exp | 20 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinida the elven warrior at level 12 on the 4th Flare 122nd year of Ascendancy at 17:39 3 / 2Killed by Emurita the skeleton mage at level 20 on the 28th Haze 122nd year of Ascendancy at 19:27 |
Primary Stats
| Strength | 42 (base 35) |
| Dexterity | 18 (base 10) |
| Constitution | 26 (base 8) |
| Magic | 13 (base 8) |
| Willpower | 50 (base 48) |
| Cunning | 27 (base 20) |
Resources
| Life | 330/330 |
| Psi | 328/328 |
| Healing Factor | 1.2324489795919 |
| Regeneration | 2.7730102040817 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 30 |
| Crit Chance | 15% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +22% |
| Acid | +16% |
| Nature | +10% |
| Temporal | +6% |
| Mind | +24% |
| Arcane | +6% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Blight | +5% |
| Physical | +12% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 33.413408721348 (66.666666666667%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 17 |
| Physical Save | 23.38 |
| Spell Save | 22.61 |
| Mental Save | 28 |
Defense: Resistances
| Lightning | + 14%( 70%) |
| Acid | + 19%( 70%) |
| Light | + 10%( 70%) |
| Nature | + 16%( 70%) |
| Darkness | + 10%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 39%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 43% |
| Teleport Resistance | 100% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 356 damage for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 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 613% 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. |
| 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 206 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Body snatcher | 1.50 |
| 3/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Psionic / Battle psionics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Psychic blows | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Possession | 1.50 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Psionic / Ravenous mind | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | 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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Yvaramina the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Mind.pwr +20 (+6 eff.) Dmg.mod +12% mind ----- def ----- Armour +1 Mind.save +9 (+4 eff.) Stealth +5 ---------- misc Hate/m.crit +2.00 A pair of boots made of leather. |
| Light source | alchemist's lamp 'Elamira'1.0 T3 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Apr +1 ----- def ----- Armour +4 Resists +1% physical +6% darkness +6% light Max.HP +43.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Nymantir the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Dex +1 Mag +2 Cun +3 Con dps ---------- Dmg.mod +12% mind Apr +5 ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Heatmortal [power 248] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% arcane +6% temporal Res.pen +5% blight +5% fire Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Xeroyawe0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Defense +10 (+5 eff.) Resists +6% acid +15% cold Max.HP +21.00 Disarm- +23% Pinning- +23% Knockbk- +21% ---------- misc Max.stam +30.00 Rings can have magical properties. |
| On fingers | Snowrot the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +6% acid Melee Ret 6 acid 4 blight ----- def ----- Resists +9% cold Rings can have magical properties. |
| Around waist | Charstone the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +3% fire ----- def ----- Resists +3% nature Max.HP +30.00 ---------- misc Max.psi +10.00 A belt that goes around your waist. |
| In main hand | Blacksin the dwarven-steel battleaxe (35-52.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 35.0 - 52.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +2 Wil +1 Cun +5 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +15% darkness +12% physical ----- def ----- Crit.dmg- 15.00% Disarm- +20% Massive two-handed battleaxes. |
| On hands | Vitriolic Punch (4 def, 2 armour)1.5 T2 hands armor [Unique] Nature While equipped: dps ---------- Melee+ 10 acid Dmg.mod +10% acid +10% nature +10% lightning ----- def ----- Armour +2 Defense +4 (+2 eff.) Resists +10% acid +10% nature +10% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Foul smelling gauntlets made from hardened hydra leather. |
| Main armor | impenetrable steel mail armour of Eyal (2 def, 12 armour)14.0 T2 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Max.HP +20.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
| Cloak | Galewend (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Mind.pwr +30 (+9 eff.) Dmg.mod +12% lightning Melee Ret 4 mind ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +12% cold ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (118). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Inventory
wild infusion (res 16%; mental; dur 3; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 164; dur 5; cd 14)0.1 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 164 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Amorach the Lustreviper (20-30 power, 5 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Crit.mult +15.00% Phys.pwr +10 (+4 eff.) Dmg.mod +3% mind Res.pen +22% physical ----- def ----- Resists +6% light Phys.save +12 (+5 eff.) Disarm- +17% Massive two-handed battleaxes. |
Hurokan the dwarven-steel battleaxe (29.5-44.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane Power 29.5 - 44.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 physical +19 cold On Hit: * Create an explosion dealing 24 fire damage (1/turn) While equipped: Stats +5 Mag +5 Wil +2 Con dps ---------- Spell.pwr +7 (+4 eff.) Dmg.mod +19% fire Res.pen +12% fire ---------- misc Max.stam +10.00 Massive two-handed battleaxes. |
flaming steel battleaxe of shearing (21.5-32.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 21.5 - 32.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +9 fire While equipped: dps ---------- Res.pen +9% all Acc +7 (+3 eff.) Apr +12 Massive two-handed battleaxes. |
voratun battleaxe 'Ce'Nuseba' (59.5-89.25 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 59.5 - 89.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +7 blight On Hit.r1 +20 fire On Hit: * 19% chance to reduce strength, dexterity, and constitution by 11 While equipped: Stats +2 Str +4 Con dps ---------- Phys.crit +10.0% Crit.mult +30.00% Apr +12 ---------- misc Equi/ret +0.04 Hate/m.crit +2.00 Massive two-handed battleaxes. |
Shockspar the steel greatsword (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +10 fire On Crit.r2 +8 lightning +16 arcane While equipped: dps ---------- Dmg.mod +15% lightning +9% cold ----- def ----- Resists +5% arcane +12% cold Massive two-handed swords. |
blazebringer's ash longbow of cold4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 cold On Crit.r2 +21 fire While equipped: dps ---------- All.spd +2% Dmg.mod +15% cold Res.pen +8% fire Longbows are used to shoot arrows at your foes. |
enhanced ash longbow of dexterity (+6)4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +6 Str +12 Dex +5 Mag +8 Wil +5 Cun +6 Con dps ---------- Res.pen +8% physical Longbows are used to shoot arrows at your foes. |
blooming vined mindstar of resolve (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +4 (+2 eff.) Heal.mod +13% Heal/summ +14 ---------- 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. |
thorny mindstar 'Berarion' (9.5-10.45 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +6% acid +9% nature Phys.save +4 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +9 (+4 eff.) Disarm- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Equi/ret +1.10 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. |
surging yew vilestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) S.pwr/crit +5 Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
focusing silk robe of protection (3 def, 2 armour)2.0 T4 cloth armor [Ego] Master/Psionic While equipped: Stats +6 Mag +5 Wil ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +13% all Phys.save +15 (+5 eff.) ---------- misc Mana/turn +0.16 Psi/turn +0.25 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scouring hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +6 (+3 eff.) Apr +5 On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +2 Resists +7% blight Spell.save +19 (+8 eff.) 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. |
radiant hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +11% blight +11% darkness ---------- misc Light +1 A suit of armour made of leather. |
flaming quiver of ash arrows of wind (18/18, 21.5-30.1 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Nature Power 21.5 - 30.1 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Proj.spd +200% On Hit.r1 +9 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 140 physical damage Arrows are used with bows to pierce your foes to death. |
5 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. |
69 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. |
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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Relgalantir' (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Mind.crit +1% ----- def ----- Resists +11% darkness +5% fire ---------- misc Equi/ret +0.16 Psi/ret +0.08 Hate/m.crit +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Xanelravea the Kilnspire (12/12, 26-31.2 power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master/Psionic Power 26.0 - 31.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 12 Proj.spd +200% Ranged+ +8 fire +11 physical On Hit.r1 +8 fire On Crit.r2 +4 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 140 physical damage * 20% chance to knock the target back 3 spaces and deal 218 physical damage On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+5 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 70 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
3 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. |
piercing ash wand of conjuration [power 170] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 170 acid damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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. |
9 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. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Bralle the Cornac Possessor level 10
3rd Summertide 122nd year of Ascendancy at 12:31 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Bralle the Cornac Possessor level 19
26th Haze 122nd year of Ascendancy at 21:03 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Bralle the Cornac Possessor level 16
48th Dusk 122nd year of Ascendancy at 00:40 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Bralle the Cornac Possessor level 20
28th Haze 122nd year of Ascendancy at 13:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Bralle the Cornac Possessor level 7
78th Pyre 122nd year of Ascendancy at 16:18 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Bralle the Cornac Possessor level 8
7th Mirth 122nd year of Ascendancy at 19:28 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Bralle the Cornac Possessor level 15
42nd Dusk 122nd year of Ascendancy at 10:10 see stats
Log
Bralle is not stunned anymore.
Bralle converts some damage to Psi!
Burning from Emurita the skeleton mage hits Bralle for 1 to psi, 23 fire (24 total damage).
Possess from Bralle hits Emurita the skeleton mage for 11 mind damage.
Emurita the skeleton mage casts Soul Rot.
Emurita the skeleton mage's spell attains critical power!
Bralle is empowered by the suffering of others!
Talent Psychic Crush is ready to use.
Talent Shockstar is ready to use.
Talent Rune: Shielding is ready to use.
Bralle converts some damage to Psi!
Burning from Emurita the skeleton mage hits Bralle for 1 to psi, 22 fire (23 total damage).
Emurita the skeleton mage's skin returns to normal.
Possess from Bralle hits Emurita the skeleton mage for 11 mind damage.
Emurita the skeleton mage casts Drain.
Emurita the skeleton mage hits Bralle for 110 blight damage.
Bralle the level 20 cornac possessor was tainted to death by Emurita the skeleton mage on level 3 of Ruined halfling complex.
You have 3 life(s) left.
Bralle deactivates Psionic Disruption.
Bralle deactivates Force Shield.
Bralle stops burning.
Bralle is no longer empowered.
Bralle is free from the hex.
Bralle is not stunned anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emurita the skeleton mage killed Bralle!
Saving game...
Saving done.



































































