Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Hulk! 1.4.8 Items Vault 1.4.8Donators/Buyers bonus! Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Extra Dungeons 1.4.8In 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: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Higher |
Class | Berserker |
Level / Exp | 50 / 3685% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 961 (base 60) |
Dexterity | 913 (base 11) |
Constitution | 919 (base 13) |
Magic | 963 (base 60) |
Willpower | 914 (base 10) |
Cunning | 915 (base 10) |
Resources
Life | 120692/120692 |
Stamina | 750/750 |
Healing Factor | 1 |
Regeneration | 10036.826152462 |
Speed
Mental | +90.5% |
Attack | +90.5% |
Movement | +385% |
Spell | +90.5% |
Global | +146.66% |
Vision
Sight | 15 |
Lite | 2 |
Infravision | 12 |
Offense: Mainhand
Damage | 960 |
Accuracy | 188 |
Crit Chance | 489% |
APR | 1 |
Speed | 0.52 |
Offense: Spell
Spellpower | 231 |
Crit Chance | 100% |
Speed | 0.5249343832021 |
Offense: Mind
Mindpower | 235 |
Crit Chance | 100% |
Speed | 0.5249343832021 |
Offense: Damage Bonus
All | +100% |
Defense: Base
Armour (hardiness) | 156.35 (90.416666666667%) |
Defense | 124 |
Ranged Defense | 124 |
Fatigue | 12 |
Physical Save | 152 |
Spell Save | 162 |
Mental Save | 150 |
Defense: Resistances
All | +100%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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. | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 3 of Old Forest) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 1 of Dreadfell) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 3 of Dreadfell) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 4 of Dreadfell) | failed |
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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Equipment
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
In main hand | iron greatsword (16-25.6 power, 1 apr) iron greatsword (16-25.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Newly picked up phase door rune (range 12; power 30; dur 6)phase door rune (range 12; power 30; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (52% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Newly picked up Delaldil the GlitterwishDelaldil the Glitterwish Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +7 Mag / +3 Cun / +2 Con Changes resistances penetration: +15% mind Changes damage: +3% light Light radius: +3 Infravision radius: +1 Amulets can have magical properties. |
Newly picked up gold amulet 'Poledhenne'gold amulet 'Poledhenne' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Damage when hit (Melee): 8 blight Changes resistances: +6% mind / +12% lightning Changes resistances cap: +5% all Physical save: +39 (+5 eff.) Pinning immunity: +5% Knockback immunity: +5% Spellpower: +4 (+1 eff.) Amulets can have magical properties. |
Newly picked up grounding steel amulet of teleportationgrounding steel amulet of teleportation Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +18% lightning Stun/Freeze immunity: +32% Teleport immunity: +50% It can be used to teleport you randomly (rad 38), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
Newly picked up glacial steel greatsword of rage (21.5-34.4 power, 2 apr)glacial steel greatsword of rage (21.5-34.4 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +17 ice When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +12 Changes stats: +5 Str Changes resistances penetration: +13% cold Changes damage: +12% physical Stamina when hit: +2.00 Massive two-handed swords. |
Newly picked up steel greatsword 'Sootwhisper' (25.5-40.8 power, 2 apr)steel greatsword 'Sootwhisper' (25.5-40.8 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +7 lightning / +19 acid Burst (radius 1) on hit: +8 temporal When wielded/worn: Changes damage: +3% temporal Massive two-handed swords. |
Newly picked up ash longbow of dexterity (+4)ash longbow of dexterity (+4) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +4 Dex Changes resistances penetration: +13% physical Longbows are used to shoot arrows at your foes. |
Newly picked up mage-hunter's ash longbow of dampeningmage-hunter's ash longbow of dampening Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Effects on ranged hit: * 11 arcane resource burn Changes stats: +3 Cun / +3 Wil Changes resistances: +9% acid / +11% fire / +10% lightning / +11% cold Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Longbows are used to shoot arrows at your foes. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+2 eff.) Spellpower: +20 (+2 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 600 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Newly picked up earthen dragonbone vilestaff of projection (30-36 power, 6 apr, blight element)earthen dragonbone vilestaff of projection (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Armour Hardiness: +7% Changes damage: +30% blight Talent granted: +1 Command Staff Physical save: +9 (+1 eff.) Spellpower: +18 (+2 eff.) Spell crit. chance: +7% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 995.36 to 1194.43 blight damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Newly picked up earthen yew magestaff of invocation (20-24 power, 4 apr, fire element)earthen yew magestaff of invocation (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +6% Changes damage: +20% fire Talent granted: +1 Command Staff Physical save: +7 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +16 (+2 eff.) Spell crit. chance: +3% It can be used to conjure elemental energy in a radius 6 cone, dealing 875.22 to 1050.26 fire damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Newly picked up Taintvortex the dwarven-steel waraxe (20.5-28.7 power, 4 apr)Taintvortex the dwarven-steel waraxe (20.5-28.7 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Burst (radius 2) on crit: +4 mind When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +5 Con Changes resistances: +3% mind / +9% nature Changes resistances penetration: +5% nature / +11% physical Changes damage: +12% nature / +6% mind Disarm immunity: +22% One-handed war axes. |
Newly picked up plaguebringer's voratun waraxe of projection (39-54.6 power, 6 apr)plaguebringer's voratun waraxe of projection (39-54.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 18% chance to disease Damage (Melee): +14 blight / +17 mind When wielded/worn: Disease immunity: +19% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
Newly picked up steel mail armour of Eyal (2 def, 6 armour)steel mail armour of Eyal (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Life regen: +1.80 Maximum life: +59.00 Healing mod.: +10% A suit of armour made of mail. |
Newly picked up Lisilelle the cured leather armour (2 def, 4 armour)Lisilelle the cured leather armour (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 7 darkness Damage (Ranged): 7 darkness Changes stats: +2 Cun Changes resistances: +18% temporal / +17% darkness / +6% mind Mental save: +9 (+1 eff.) Equilibrium when hit: +0.12 Mental crit. chance: +2% Defense after a teleport: +18 Resist all after a teleport: +14% New effects duration reduction after a teleport: +14% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 15 turns. A suit of armour made of leather. |
Newly picked up cured leather armour 'Aryralach' (2 def, 4 armour)cured leather armour 'Aryralach' (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +3 Dex / +1 Mag Changes resistances: +9% acid / +20% fire Changes damage: +3% acid See invisible: +3 A suit of armour made of leather. |
Newly picked up drakeskin leather armour of lightning resistance (5 def, 8 armour)drakeskin leather armour of lightning resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +28% lightning A suit of armour made of leather. |
Newly picked up prismatic dwarven-steel plate armour of cold resistance (5 def, 11 armour)prismatic dwarven-steel plate armour of cold resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes resistances: +23% cold / +16% light / +15% darkness A suit of armour made of metal plates. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
60 alchemist agate 60 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Newly picked up voratun torque of kinetic psionic shield [power 129] (12 cooldown)voratun torque of kinetic psionic shield [power 129] (12 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 129 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 50
44th Dusk 122nd year of Ascendancy at 21:04 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 50
53rd Dusk 122nd year of Ascendancy at 19:37 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 33
2nd Dusk 122nd year of Ascendancy at 16:08 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 41
12nd Dusk 122nd year of Ascendancy at 18:37 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 33
2nd Dusk 122nd year of Ascendancy at 16:08 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 10
74th Pyre 122nd year of Ascendancy at 12:31 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 20
74th Pyre 122nd year of Ascendancy at 13:34 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 30
74th Pyre 122nd year of Ascendancy at 15:36 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 40
12nd Dusk 122nd year of Ascendancy at 18:24 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 50
12nd Dusk 122nd year of Ascendancy at 22:23 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 50
13rd Dusk 122nd year of Ascendancy at 00:08 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 3
74th Pyre 122nd year of Ascendancy at 11:24 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 3
74th Pyre 122nd year of Ascendancy at 11:24 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 3
74th Pyre 122nd year of Ascendancy at 11:36 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 23
74th Pyre 122nd year of Ascendancy at 14:30 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 10
74th Pyre 122nd year of Ascendancy at 12:31 see stats
By ULTIMATE NORMAL 2_MORE MO the Higher Berserker level 50
44th Dusk 122nd year of Ascendancy at 18:19 see stats