










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Nightmare Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 27 / 91% |
| Size | small |
| Lifes / Deaths | Killed by Isemira the venom drake hatchling at level 23 on the 37th Haze 122nd year of Ascendancy at 16:17 4 / 2Killed by Betara the blade horror at level 27 on the 3rd Allure 123rd year of Ascendancy at 08:53 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 56 (base 40) |
| Magic | 10 (base 10) |
| Willpower | 93 (base 58) |
| Cunning | 49 (base 25) |
Resources
| Life | 370/370 |
| Equilibrium | 0 |
| Psi | 427/427 |
| Healing Factor | 1.4100460901467 |
| Regeneration | 9.658815717505 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +110.00527732609% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 51 |
| Crit Chance | 17% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 51 |
| Crit Chance | 17% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 74 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +10% |
| Mind | +12% |
| Physical | +10% |
| Cold | +40% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Mind | +25% |
| Physical | +6% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 7 |
| Physical Save | 44 |
| Spell Save | 42.25 |
| Mental Save | 47 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 60%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 25%( 70%) |
| Light | + 18%( 70%) |
| Physical | + 19%( 70%) |
| Lightning | + 21%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Poison Resistance | 10% |
| Confusion Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 452% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 475 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 421 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
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 failed to protect the injured seer from death by Layymira the poison ivy. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 1.00). | done |
You failed to protect the lost defiler from death by venom drake. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Nemui. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed black mamba head. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed ritch stinger. * You've found the needed vial of wight ectoplasm. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | 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! | active |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Woeprophet the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Cun +3 Con offense ------ Ignore resists +25% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 33% defense ------ Defense +20 (+10 eff.) Resistance +8% blight +3% physical Life Regen +5.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat 'Blackbearer' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ When Hit 4 darkness defense ------ Defense +1 (+0 eff.) Resistance +15% lightning +12% light +5% fire +5% arcane +12% cold A pointy cloth hat, very wizardly... |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 111.30 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+2 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 27.09 cold and 21.28 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Erelekan the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +6 Cun +12 Con offense ------ Physical Power +6 (+2 eff.) Accuracy +7 (+5 eff.) defense ------ Physical save +12 (+1 eff.) other ------- Infravision +3 See Invisibility +9 Rings make your fingers look great! |
| Around neck | Guneromihell the Morningpain =mind=0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +10% light defense ------ Resistance +9% darkness +6% nature +10% mind Mind save +6 (+2 eff.) Poison Resist +10% Confus Resist +49% Amulets make your neck look great! |
| In main hand | Eye of Winter (8-9 power, 18 apr, cold damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
| Around waist | Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+4 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+1 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
| Cloak | cashmere cloak of implacability (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: defense ------ Defense +2 (+1 eff.) Physical save +7 (+1 eff.) Mind save +7 (+3 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | mindwoven Rags of the Sanctuary of life (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +6% blight +7% all Mind save +16 (+6 eff.) Life +40.00 Life Regen +1.60 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Ce'Nyth the Wretchfurnace =fire cold temp=0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% nature +3% mind When Hit 4 nature defense ------ Resistance +6% blight +12% fire +12% temporal +13% cold Spell save +6 (+1 eff.) Amulets make your neck look great! |
cleansing steel amulet of dexterity (+3) =nat bli=0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex defense ------ Resistance +12% nature +13% blight Poison Resist +22% Disease Resist +26% Amulets make your neck look great! |
Yaryyaran the Tempestpython =cold=0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% cold Ignore resists +15% lightning When Hit 2 light defense ------ Resistance +6% lightning +22% cold other ------- Light +3 Rings make your fingers look great! |
copper ring of aether (+11%) =arc=0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% arcane defense ------ Resistance +11% arcane Rings make your fingers look great! |
copper ring of darkness (+20%) =dark=0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Rings make your fingers look great! |
marksman's copper ring of frost (+22%) =ice=0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +11% cold Accuracy +4 (+4 eff.) defense ------ Resistance +22% cold Rings make your fingers look great! |
Ring of Growth =nat=0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+1 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
psionicist's steel ring of frost (+22%) =ice=0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% cold defense ------ Resistance +22% cold Mind save +4 (+2 eff.) Rings make your fingers look great! |
Morningcutter (40-59 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 39.5 - 59.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +12 acid +16 light On-Hit, radius 1 +12 acid On Hit: * 20% chance to reduce armor by 21% While equipped: offense ------ Damage +6% acid +6% light On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Resistance +3% acid Massive two-handed mauls. |
balanced dwarven-steel greatmaul of vileness (44-67 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane/Master Weapon Damage 44.5 - 66.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +10 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 12 While equipped: offense ------ Accuracy +9 (+6 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +39% Massive two-handed mauls. |
stormbringer's dwarven-steel greatsword (38-60 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Nature Weapon Damage 37.5 - 60.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +14 lightning +13 cold While equipped: offense ------ Move Speed +43% Ignore resists +16% lightning +16% cold Massive two-handed swords. |
dwarven-steel waraxe of paradox (21-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +5 temporal While equipped: defense ------ Resistance +13% temporal One-handed war axes. |
Belemira (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) defense ------ Resistance +6% mind +6% fire +6% darkness +6% light Life +10.00 Life Regen +0.50 other ------- 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. |
Serpent's Glare (7-8 power, 15 apr, nature damage) =art=3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 124.31 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
dwarven-steel shield of cold resistance (+16%) (0 def, 6 armour, 74.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% Resistance +16% cold other ------- Talents +1 Block Handheld deflection devices. |
Eel-skin armour (16 def, 0 armour) =lit=9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+8 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 75.36 to 226.08 lightning damage (150.72 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Frigidtrencher the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Critical power +10.00% Damage +3% cold When Hit 8 cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 41 defense ------ Defense +1 (+0 eff.) Resistance +1% physical Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the voidstalker (2 def, 0 armour) =dark temp=2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +13% darkness +13% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +7% cold A pair of boots made of leather. |
Betyralle (15 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun +5 Dex offense ------ Critical power +15.00% defense ------ Armor +3 Defense +15 (+7 eff.) Resistance +9% fire Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) =nature=1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Cyrevea the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Disrupt While equipped: Stats +3 Str +2 Mag +2 Wil +3 Con offense ------ Physical Power +4 (+1 eff.) Damage +6% mind Accuracy +6 (+5 eff.) Ignore Armor +8 defense ------ Armor +2 Resistance +6% blight +12% mind Spell save +11 (+1 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. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
shielding linen wizard hat of blight (+10%) (1 def, 0 armour) =bli=2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +10% blight defense ------ Defense +1 (+0 eff.) Resistance +10% blight Spell save +5 (+0 eff.) A pointy cloth hat, very wizardly... |
Quenchmire (0 def, 7 armour) =dark lite=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Ignore resists +10% cold defense ------ Armor +7 Fatigue +1% Resistance +1% physical +11% light +10% darkness other ------- Light +2 A cap made of leather. |
Rhitothad (1 def, 0 armour) =acid fire cold=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% acid defense ------ Defense +1 (+0 eff.) Resistance +18% acid +15% fire +3% darkness +12% cold A pointy cloth hat, very wizardly... |
Rainquill the hardened leather cap (0 def, 6 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +10 Lck offense ------ Physical Crit +2.0% Spell Crit +4% Mind Crit +3% Ignore resists +10% temporal +10% cold defense ------ Armor +6 Fatigue +3% Resistance +7% lightning +7% temporal +9% cold other ------- Infravision +3 A cap made of leather. |
8 agate0.0 Encumbrance 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. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 Encumbrance 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance 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 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Blastclash =lit=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Wil offense ------ Damage +3% mind When Hit 2 lightning defense ------ Resistance +18% lightning Crit Resistance 10.00% Mind save +6 (+2 eff.) other ------- Max psi +20.00 Light +3 See Stealth +5 See Invisibility +7 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. |
Summertide Phial =lite=1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(145 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
extending ash totem of healing [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 284] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Nemui the Yeek Solipsist level 24
50th Haze 122nd year of Ascendancy at 10:39 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Nemui the Yeek Solipsist level 17
48th Dusk 122nd year of Ascendancy at 09:04 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Nemui the Yeek Solipsist level 20
27th Haze 122nd year of Ascendancy at 04:48 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Nemui the Yeek Solipsist level 25
51st Haze 122nd year of Ascendancy at 07:44 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Nemui the Yeek Solipsist level 10
8th Mirth 122nd year of Ascendancy at 19:12 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Nemui the Yeek Solipsist level 20
10th Haze 122nd year of Ascendancy at 09:48 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nemui the Yeek Solipsist level 26
65th Haze 122nd year of Ascendancy at 05:14 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Nemui the Yeek Solipsist level 23
43rd Haze 122nd year of Ascendancy at 22:15 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Nemui the Yeek Solipsist level 20
26th Haze 122nd year of Ascendancy at 20:40 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By Nemui the Yeek Solipsist level 16
36th Dusk 122nd year of Ascendancy at 20:43 see stats
Log
Betara the blade horror hits Yeek mindslayer for 11 arcane damage.
Betara the blade horror hits Nemui for 60 to psi, 91 physical, 5 to psi, 7 arcane, 3 to psi, 5 arcane, 41 to psi, 63 physical (275 total damage).
Restless Night from Nemui hits Betara the blade horror for (42 flat reduction), 13 mind (13 total damage).
Melee retaliation hits Betara the blade horror for (4 flat reduction), 0 darkness, (4 flat reduction), 0 darkness, (4 flat reduction), 0 darkness (0 total damage).
Ravage from Nemui hits Betara the blade horror for (32 to psi shield), (42 flat reduction), 6 physical (6 total damage).
Nemui the level 27 yeek solipsist was punctured to death by Betara the blade horror on level 3 of Lake of Nur.
--------------------------------
You have 4 life(s) left.
Yeek mindslayer deactivates Kinetic Shield.
Yeek mindslayer has recovered from poor sleep.
Yeek mindslayer is no longer suffering from insomnia.
Yeek mindslayer stops bleeding.
Yeek mindslayer deactivates Beyond the Flesh.
Yeek mindslayer deactivates Kinetic Aura.
Yeek mindslayer is no longer suffering from insomnia.
Yeek mindslayer stops bleeding.
Yeek mindslayer deactivates Kinetic Shield.
Yeek mindslayer deactivates Beyond the Flesh.
Yeek mindslayer has recovered from poor sleep.
Yeek mindslayer stops bleeding.
Yeek mindslayer deactivates Beyond the Flesh.
Yeek mindslayer deactivates Kinetic Aura.
Yeek mindslayer deactivates Kinetic Shield.
Yeek mindslayer has recovered from poor sleep.
Yeek mindslayer is no longer suffering from insomnia.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Betara the blade horror killed Nemui!
Saving game...
Saving done.









































































































