










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Sounds Mod 1.5.10Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official 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:
Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Start Selector 1.5.5Allows characters created in the AoA campaign to access special starting zones normally restricted by race and/or class. After the character is created and the level-up screen closed, a dialog will offer the option to transfer to one of the following starting zones (and gain associated quests, etc): Sunwall. (Celestial Human/Elf Start) Notes: Embers of Rage 1.5.0Official 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:
Forbidden Cults 1.5.9Official 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 | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 24 / 88% |
Size | big |
Lifes / Deaths | Killed by Lisyrita the cutpurse at level 16 on the 58th Dusk 122nd year of Ascendancy at 20:39 0 / 7Killed by rogue at level 16 on the 59th Dusk 122nd year of Ascendancy at 10:28 Killed by Salyremira the minotaur at level 16 on the 61st Dusk 122nd year of Ascendancy at 20:13 Killed by Salyremira the minotaur at level 16 on the 62nd Dusk 122nd year of Ascendancy at 17:32 Killed by skeleton archer at level 21 on the 19th Haze 122nd year of Ascendancy at 18:59 Killed by elven cultist at level 24 on the 1st Allure 123rd year of Ascendancy at 13:20 Killed by elven corruptor at level 24 on the 2nd Regrowth 123rd year of Ascendancy at 07:53 |
Primary Stats
Strength | 26 (base 15) |
Dexterity | 19 (base 12) |
Constitution | 34 (base 24) |
Magic | 67 (base 46) |
Willpower | 40 (base 19) |
Cunning | 40 (base 28) |
Resources
Life | -155/566 |
Mana | 228/320 |
Psi | 100/100 |
Positive | 9/119 |
Healing Factor | 1.1964705882353 |
Regeneration | 3.7688823529412 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +102.8% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 58 |
Accuracy | 21 |
Crit Chance | 12% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Light | +3% |
Physical | +5% |
Blight | +4% |
Arcane | +17% |
Fire | +25% |
All | 0% |
Offense: Damage Penetration
Arcane | +15% |
Fire | +54% |
Light | +15% |
Defense: Base
Armour (hardiness) | 17 (35.629139072848%) |
Defense | 25 |
Ranged Defense | 27 |
Fatigue | 2 |
Physical Save | 20 |
Spell Save | 32 |
Mental Save | 50 |
Defense: Resistances
Physical | + 15%( 70%) |
Lightning | + 46%( 70%) |
Fire | + 27%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 29% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Confusion Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 310.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1092% for 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
Spell / Necrosis | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Absorption | 1.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Spell / Fire | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Steamtech / Blacksmith | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Blurred Mortality |
talent | Augmentation |
talent | Fiery Hands |
talent | Beyond the Flesh |
talent | Burning Wake |
talent | Kinetic Shield |
talent | Charged Shield |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Huge cut that bleeds, doing 26.55 physical damage per turn. Bleeding |
beneficial effect | The target's spellpower has been increased by 8. Spellsurge |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lost tinker from death by Berhcia. Escort: lost tinker (level 3 of Trollmire) | failed |
You failed to protect the lost warrior from death by snow giant. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by Berhcia. Escort: lost warrior (level 2 of Daikara) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 Shade. | 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. * 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. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 46. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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: * You've found the needed minotaur nose. * '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.' * You've found the needed vial of elder vampire blood. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. * You've found the needed black mamba head. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within1 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
Psionic focus | ![]() 3.0 T2 greatsword 1H weapon [Ego++] Nature/Psionic Power 129% Range: 1.6x Uses 72% Wil Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +9 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- All.spd +3% Res.pen +9% fire Massive two-handed swords. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% fire Melee Ret 20 fire ----- def ----- Armour +3 Defense +5 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% Resists +15% lightning +21% fire A pair of boots made of leather. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- S.pwr/crit +4 Res.pen +15% arcane +15% fire Melee Ret 12 blight ----- def ----- HP.reg +1.90 Stun/Frz- +29% ---------- misc Mana/turn +0.20 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +2 Wil dps ---------- Mind.pwr +6 (+2 eff.) S.pwr/crit +4 ----- def ----- Mind.save +6 (+2 eff.) Confus- +11% ---------- misc Mana/turn +0.10 Max.mana +20.00 Amulets can have magical properties. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +20 (+7 eff.) Dmg.mod +20% fire ---------- misc Mana/turn +0.18 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +5% physical Res.pen +10% fire ----- def ----- Armour +8 Resists +27% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Mana/turn +0.10 Max.mana +22.00 Size +1 A belt that goes around your waist. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +6 Wil +4 Mag dps ---------- Spell.crit +6% Mind.pwr +4 (+2 eff.) Dmg.mod +3% light Res.pen +15% light ----- def ----- Defense +2 (+1 eff.) Mind.save +42 (+13 eff.) ---------- misc Light +2 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 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +17% Dmg.mod +17% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 139% Range: 1.5x Uses 72% Wil Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Str +8 Wil dps ---------- Acc +12 (+6 eff.) ----- def ----- Defense +12 (+6 eff.) Crit.dmg- 10.00% Disarm- +48% ---------- misc Light +2 Massive two-handed battleaxes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Nature Power 101% Range: 1.4x Uses 60% Wil Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 nature +9 temporal While equipped: dps ---------- Res.pen +15% blight ----- def ----- Resists +6% acid +9% fire +5% physical Pinning- +5% Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) ----- def ----- Spell.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +25% acid +15% fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +4 Defense +2 (+1 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Acc +6 (+3 eff.) ----- def ----- Armour +9 Fatigue +3% Resists +7% cold Phys.save +9 (+5 eff.) Max.HP +20.00 Heal.mod +10% ---------- misc Breathe water A hat made of leather. Very stylish. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Berhcia the Cornac Adventurer level 13
27th Dusk 122nd year of Ascendancy at 07:02 see stats
By Berhcia the Cornac Adventurer level 19
4th Haze 122nd year of Ascendancy at 20:58 see stats
By Berhcia the Cornac Adventurer level 23
1st Wintertide 123rd year of Ascendancy at 12:21 see stats
By Berhcia the Cornac Adventurer level 22
36th Haze 122nd year of Ascendancy at 15:58 see stats
By Berhcia the Cornac Adventurer level 10
9th Mirth 122nd year of Ascendancy at 22:05 see stats
By Berhcia the Cornac Adventurer level 20
6th Haze 122nd year of Ascendancy at 12:06 see stats
By Berhcia the Cornac Adventurer level 14
45th Dusk 122nd year of Ascendancy at 23:09 see stats
By Berhcia the Cornac Adventurer level 24
2nd Allure 123rd year of Ascendancy at 03:33 see stats
By Berhcia the Cornac Adventurer level 16
59th Dusk 122nd year of Ascendancy at 10:20 see stats
By Berhcia the Cornac Adventurer level 5
78th Pyre 122nd year of Ascendancy at 00:19 see stats
By Berhcia the Cornac Adventurer level 22
41st Haze 122nd year of Ascendancy at 03:30 see stats
By Berhcia the Cornac Adventurer level 11
7th Flare 122nd year of Ascendancy at 19:22 see stats
By Berhcia the Cornac Adventurer level 23
80th Haze 122nd year of Ascendancy at 07:09 see stats
Log
Elven corruptor casts Soul Rot.
Elven corruptor's spell attains critical power!
Berhcia is free from the decrepitude disease.
Bleeding from Elven corruptor hits Berhcia for (6 to psi shield), 5 physical (5 total damage).
Elven corruptor's Soul Rot hits Berhcia for (57 to psi shield), 222 blight (222 total damage).
Berhcia casts Rune: Reflection Shield.
A shield forms around Berhcia.
Berhcia casts Impending Doom.
Berhcia casts Fireflash.
Berhcia reflects damage back to Elven corruptor!
Elven corruptor's Soul Rot hits Berhcia for (57 to psi shield), (243 absorbed), 0 blight (0 total damage).
Berhcia hits Elven corruptor for (243 to bones), 243 reflected (243 total damage).
Elven corruptor casts Blood Grasp.
Berhcia reflects damage back to Elven corruptor!
Bleeding from Elven corruptor hits Berhcia for (6 to psi shield), (5 absorbed), 0 physical (0 total damage).
Berhcia hits Elven corruptor for (5 to bones), 5 reflected (5 total damage).
Berhcia reflects damage back to Something!
Berhcia hits Something for 95 reflected damage.
Elven corruptor's Drain hits Berhcia for (57 to psi shield), (95 absorbed), 0 blight (0 total damage).
Berhcia casts Flame.
Your shield crumbles under the damage!
The shield around Berhcia crumbles.
Berhcia reflects damage back to Elven corruptor!
Elven corruptor's Blood Grasp hits Berhcia for (57 to psi shield), (92 absorbed), 32 blight (32 total damage).
Berhcia hits Elven corruptor for 92 reflected, 17 healing (92 total damage) [17 healing].
Elven corruptor casts Bone Spear.
Elven corruptor hits Berhcia for (57 to psi shield), 56 physical (56 total damage).
Saving game...