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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Items Vault 1.7.0Donators/Buyers bonus! Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows 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. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Solipsist |
Level / Exp | 20 / 17% |
Size | big |
Lifes / Deaths | Killed by Siloma the war bear at level 8 on the 1st Dusk 122nd year of Ascendancy at 07:18 0 / 6Killed by storm drake hatchling at level 16 on the 73rd Haze 122nd year of Ascendancy at 16:47 Killed by Polyma the storm drake at level 16 on the 74th Haze 122nd year of Ascendancy at 07:11 Killed by Polyma the storm drake at level 16 on the 74th Haze 122nd year of Ascendancy at 10:52 Killed by Adothra the sandworm at level 19 on the 7th Decay 122nd year of Ascendancy at 17:51 Killed by ritch flamespitter at level 20 on the 10th Decay 122nd year of Ascendancy at 04:05 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 24 (base 10) |
Constitution | 20 (base 10) |
Magic | 10 (base 10) |
Willpower | 68 (base 48) |
Cunning | 57 (base 41) |
Resources
Life | -36/198 |
Psi | 114/374 |
Healing Factor | 1.0870588855781 |
Regeneration | 6.7941180348631 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 35.580577165004 |
See Invisible | 35.580577165004 |
Offense: Mainhand
Damage | 21 |
Accuracy | 40 |
Crit Chance | 17% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 22 |
Accuracy | 40 |
Crit Chance | 17% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Light | +13% |
Cold | +6% |
Fire | +5% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Mind | +25% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 42.5 |
Spell Save | 44.25 |
Mental Save | 48 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 18%( 70%) |
Mind | + 15%( 70%) |
All | + 12%( 70%) |
Darkness | + 41%( 70%) |
Light | + 31%( 70%) |
Temporal | + 18%( 70%) |
Lightning | + 20%( 70%) |
Fire | + 21%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Poison Resistance | 0% |
Blind Resistance | 20% |
Inscriptions (4/4)
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 269 life over 5 turns. Its effects scale with your Cunning 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 physical effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 155 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 627% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Psionic / Dream Forge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 Wrathroot. * 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 have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed skeleton mage skull. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +5 Wil offense ------ Ignore resists +10% lightning defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal Mind save +12 (+4 eff.) other ------- Psi when Hit +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T1 arrow ammo [Rare] Nature Weapon Damage 11.5 - 16.1 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 14 On-ranged-hit +9 nature On-crit, radius 2 +16 acid On Hit: * 10% chance to reduce armor by 15% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +5 Con offense ------ Critical power +20.00% defense ------ Resistance +3% darkness Silence Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Dex +7 Wil offense ------ Damage +3% light +3% mind defense ------ Defense +2 (+2 eff.) Crit Resistance 10.00% Physical save +10 (+1 eff.) other ------- Psi when Hit +0.08 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 69.96 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Resistance +6% blight +3% nature Mind save +3 (+1 eff.) other ------- Psi when Hit +0.08 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 12 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +12% darkness defense ------ Resistance +24% darkness Physical save +9 (+1 eff.) Spell save +7 (+1 eff.) Mind save +8 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Dex +5 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +6% mind +6% cold defense ------ Resistance +3% lightning +6% darkness Spell save +4 (+0 eff.) Life Regen +4.00 Blind Resist +20% 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. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Cun +2 Wil offense ------ Physical Power +2 (+1 eff.) Mindpower +5 (+1 eff.) Ignore resists +20% mind When Hit 2 mind On-Hit (Melee): * 10% chance to reduce armor by 15% defense ------ Resistance +6% acid Spell save +6 (+0 eff.) other ------- Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +7.00% Mindpower +4 (+1 eff.) defense ------ Physical save +4 (+0 eff.) Spell save +3 (+0 eff.) Mind save +4 (+2 eff.) other ------- Equi when Hit +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex offense ------ Damage +3% mind Ignore resists +5% mind +15% nature defense ------ Defense +1 (+1 eff.) Resistance +3% mind +6% light 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 Encumbrance T4 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +10% light defense ------ Resistance +15% light +13% all Mind save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 622% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 light, 5 temporal, 4 mind, 3 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Ego+] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +20 (+15 eff.) Damage +20% light other ------- Mana/turn +0.27 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 23 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Ignore resists +25% darkness defense ------ Resistance +5% arcane +6% temporal Physical save +5 (+0 eff.) Spell save +5 (+0 eff.) Mind save +4 (+2 eff.) Unlife -80.00 life Blind Resist +20% other ------- Equi when Hit +0.90 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. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 9 physical Damage +10% physical Ignore resists +6% physical defense ------ Resistance +12% mind +6% physical Mind save +4 (+2 eff.) other ------- Psi/turn +0.50 Max psi +16.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +3 Str offense ------ Physical Power +8 (+4 eff.) Longbows are used to shoot arrows at your foes. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Nature While equipped: Stats +3 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +15% blight +15% darkness other ------- Light +1 A suit of armour made of mail. |
![]() 12.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 26 [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +4 (+3 eff.) Fatigue +14% Resistance +18% cold +18% darkness +18% nature Healmod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex offense ------ Ignore resists +20% lightning defense ------ Defense +8 (+5 eff.) Resistance +6% lightning Crit Resistance 10.00% Stealth +7 other ------- Infravision +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Physical Power +20 (+10 eff.) Ignore resists +5% physical defense ------ Fatigue -5% Physical save +6 (+0 eff.) other ------- Encumbrance +24 Max stamina +10.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +4 Str offense ------ Damage +3% acid When Hit 2 cold defense ------ Defense +7 (+4 eff.) Resistance +9% acid Physical save +5 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +12% light +6% darkness defense ------ Defense +1 (+1 eff.) Resistance +6% light other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +5 Str +1 Cun +1 Con defense ------ Armor +3 Fatigue +2% Resistance +7% lightning +6% temporal +3% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% nature defense ------ Armor +3 Fatigue -3% Physical save +6 (+0 eff.) Unlife -40.00 life Life +20.00 Healmod +5% Pinning Resist +10% Stun Resist +20% other ------- Encumbrance +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Damage +9% fire defense ------ Armor +4 Fatigue +3% Resistance +12% mind Mind save +6 (+2 eff.) Life Regen +4.00 Silence Resist +20% Knockbk Resist +20% Rush: Puts all charms on 19 cooldown Effective talent level: 3.0 Power cost 19 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Str defense ------ Armor +3 Fatigue +3% A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex +1 Con offense ------ Ignore Armor +3 defense ------ Armor +3 Fatigue +5% Resistance +6% fire +3% light +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: Stats +1 Str offense ------ Accuracy +10 (+5 eff.) defense ------ Armor +6 Resistance +1% physical +3% all Physical save +3 (+0 eff.) Spell save +6 (+0 eff.) other ------- Max stamina +30.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +4 Wil offense ------ Damage +5% nature defense ------ Resistance +12% nature +27% cold other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.9 Power cost 16 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 15 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 23 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 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 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Cun offense ------ Mindpower +5 (+1 eff.) defense ------ Physical save +6 (+0 eff.) Mind save +15 (+5 eff.) other ------- Equi when Hit +0.08 Hate-on-crit +2.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 19 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 173 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By sy the Cornac Solipsist level 16
43rd Dusk 122nd year of Ascendancy at 06:20 see stats
By sy the Cornac Solipsist level 18
80th Haze 122nd year of Ascendancy at 22:30 see stats
By sy the Cornac Solipsist level 10
4th Dusk 122nd year of Ascendancy at 03:28 see stats
By sy the Cornac Solipsist level 20
9th Decay 122nd year of Ascendancy at 07:19 see stats
By sy the Cornac Solipsist level 11
13rd Dusk 122nd year of Ascendancy at 17:37 see stats
By sy the Cornac Solipsist level 9
3rd Dusk 122nd year of Ascendancy at 01:06 see stats
By sy the Cornac Solipsist level 10
6th Dusk 122nd year of Ascendancy at 14:24 see stats
By sy the Cornac Solipsist level 18
3rd Decay 122nd year of Ascendancy at 17:57 see stats
Log
Thought-forged defender becomes more vulnerable to physical.
Sy becomes more vulnerable to physical.
sy receives 1 healing (1 psi heal).
Xerubeth the black jelly uses Slime Spit.
Thought-forged defender hits Blue jelly for 73 physical, 7 darkness, 4 lightning (85 total damage).
Blue ooze misses sy.
Sy uses Distortion Bolt.
Sy forges a dream shield to block the attack!
Sy slows down.
Sy's dream shield has been strengthened by the attack!
sy converts some damage to Psi!
Xerubeth the black jelly's Slime Spit hits sy for (17 blocked), 23 to psi, 33 acid (57 total damage).
War hound hits sy for (17 blocked), 41 to psi, 59 physical (101 total damage).
Melee retaliation hits War hound for 2 mind damage.
Sy's Distortion Bolt hits Xerubeth the black jelly for 58 physical damage.
Thought-forged defender slows down.
Xerubeth the black jelly's Slime Spit hits Thought-forged defender for 60 acid damage.
Talent Mind Sear is ready to use.
sy receives 3 healing (3 psi heal).
Thought-forged defender receives 2 healing.
sy converts some damage to Psi!
Thought-forged defender hits Blue jelly for 56 physical damage.
War hound hits sy for (17 blocked), 41 to psi, 59 physical (101 total damage).
Melee retaliation hits War hound for 2 mind damage.
Ritch flamespitter spits flames!
Thought-forged defender killed Blue jelly!
sy converts some damage to Psi!
Ritch flamespitter hits sy for 25 to psi, 36 fire (63 total damage).
sy the level 20 cornac solipsist was scorched to death by a ritch flamespitter on level 4 of Sandworm lair.