












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| 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! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Select your Escorts 1.5.0Allows 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. Ashes of Urh'Rok 1.5.0Official Expansion!EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers of Rage 1.5.0Official Expansion!Better Item Description 1.5.5This 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 Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 | Wyrmic |
| Level / Exp | 24 / 62% |
| Size | big |
| Lifes / Deaths | Killed by Assassin Lord at level 13 on the 74th Dusk 122nd year of Ascendancy at 20:54 1 / 5Killed by Blood Master at level 18 on the 3rd Decay 122nd year of Ascendancy at 03:32 Killed by Blood Master at level 18 on the 3rd Decay 122nd year of Ascendancy at 04:31 Killed by Urkis, the High Tempest at level 22 on the 53rd Regrowth 123rd year of Ascendancy at 20:02 Killed by Urkis, the High Tempest at level 22 on the 53rd Regrowth 123rd year of Ascendancy at 21:38 |
| Antimagic | Follower |
Primary Stats
| Strength | 27 (base 22) |
| Dexterity | 12 (base 10) |
| Constitution | 15 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 67.348173383309 (base 54) |
| Cunning | 39 (base 37) |
Resources
| Life | 683/683 |
| Equilibrium | 63 |
| Steam | 100/100 |
| Healing Factor | 1.0405405405405 |
| Regeneration | 1.6128378378378 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 45 |
| Crit Chance | 24% |
| APR | 51 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 45 |
| Crit Chance | 24% |
| APR | 51 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +3% |
| Temporal | +6% |
| Lightning | +15% |
| All | 0% |
Offense: Damage Penetration
| Light | +20% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 11 |
| Ranged Defense | 22 |
| Fatigue | 2 |
| Physical Save | 25 |
| Spell Save | 33 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | 0%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
| Lightning | + 7%( 70%) |
| Temporal | + 9%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Confusion Resistance | 25% |
| Knockback Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 5% |
Inscriptions (4/4)
| 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 304 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 383 life over 5 turns. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Psiblades |
| talent | Antimagic Shield |
Quests
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 tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 |
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. You have been shown a secret entrance to his stronghold. | 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 precision. 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 red crystal shard. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * '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: * '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 xorn fragment. * You've found the needed vial of wight ectoplasm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Charclash' (0 def, 8 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +8 Fatigue +2% Resists +3% temporal +9% fire ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Gloma2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str +2 Con ----- def ----- Defense +6 (+6 eff.) Rng.Def +6 (+3 eff.) Max.HP +43.00 Blind- +5% Confus- +15% ---------- 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 | insulating iron helm of trickery (0 def, 3 armour)3.0 T1 head armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Zanahir' (0 def, 4 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 7 acid Dmg.mod +6% acid ----- def ----- Armour +4 Resists +7% acid +1% physical +3% nature +6% temporal Spell.save +3 (+1 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged iron torque of kinetic psionic shield [power 33] (23 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 33 for 7 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.4 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 297 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Lightpain the thorny mindstar (8-8.8 power, 46 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.0 - 8.8 Nature Uses 75% Wil, 37% Cun Mastery Psiblades Acc uses Wil Apr +46 Crit +3.5% Atk.spd 100% On Crit.r2 +4 light While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+3 eff.) Dmg.mod +3% light Res.pen +20% light +5% nature Melee Ret 8 light On Hit (Melee): * Slows global speed by 30% ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Max.psi +10.00 Light +1 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 | Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Skystinger (9-9.9 power, 46 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.0 - 9.9 Mind Uses 75% Wil, 37% Cun Mastery Psiblades Acc uses Wil Apr +46 Crit +3.5% Atk.spd 100% While equipped: Stats +9 Wil +2 Mag dps ---------- Mind.crit +3% Mind.pwr +11 (+3 eff.) Dmg.mod +4% acid +15% lightning ---------- misc Equi/ret +1.10 Infravis +2 See.Invis +12 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 | linen cloak 'Goriaba' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Apr +1 On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+1 eff.) Resists +9% fire Max.HP +32.00 HP.reg +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
medical injector implant of the titan (efficiency 102% / cooldown 56%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 102% efficiency and cooldown mod of 56%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 131% / cooldown 75%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 75%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 182)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 182 and cleanse 1 wound and 1 poison effect. 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 ability. |
movement infusion of the psychic (617% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 617% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. 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 ability. |
wild infusion of the duelist (resist 19%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
stabilizing steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+7 eff.) Rings can have magical properties. |
steel ring 'Lelidur'0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +10 (+3 eff.) Melee+ 24 light Ranged+ 32 light Dmg.mod +9% blight Res.pen +10% mind On Hit (Melee): * 20% chance to disease * 10% chance to blind On Hit (Ranged): * 15% chance to blind ----- def ----- Resists +3% mind Rings can have magical properties. |
Eye of Summer (8-8.8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
enlightening hardened leather armour (3 def, 6 armour)9.0 T3 light armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Mind.save +18 (+6 eff.) A suit of armour made of leather. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
91 alchemist agate0.0 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 271/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
steel torque of kinetic psionic shield [power 47] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Alfa the Cornac Wyrmic level 18
50th Haze 122nd year of Ascendancy at 03:05 see stats
Bringer of Doom
Killed a Bringer of Doom.By Alfa the Cornac Wyrmic level 21
53rd Regrowth 123rd year of Ascendancy at 08:10 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Alfa the Cornac Wyrmic level 9
33rd Dusk 122nd year of Ascendancy at 13:03 see stats
Exterminator
Killed 1000 creatures.By Alfa the Cornac Wyrmic level 18
80th Haze 122nd year of Ascendancy at 17:05 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alfa the Cornac Wyrmic level 22
53rd Regrowth 123rd year of Ascendancy at 23:42 see stats
Level 10
Got a character to level 10.By Alfa the Cornac Wyrmic level 10
41st Dusk 122nd year of Ascendancy at 00:51 see stats
Level 20
Got a character to level 20.By Alfa the Cornac Wyrmic level 20
49th Regrowth 123rd year of Ascendancy at 14:24 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Alfa the Cornac Wyrmic level 13
75th Dusk 122nd year of Ascendancy at 11:35 see stats
The Arena
Unlocked Arena mode.By Alfa the Cornac Wyrmic level 9
8th Dusk 122nd year of Ascendancy at 08:26 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Alfa the Cornac Wyrmic level 22
54th Regrowth 123rd year of Ascendancy at 15:03 see stats
Log
You collect a new ingredient: lump of steel (1).
You gain 3.23 gold from the melting of acidic steel dagger of paradox (11.5-14.95 power, 6 apr).
You collect a new ingredient: stack of herbs (sessali) (2).
You gain 4.00 gold from the melting of schematic: Kinetic Stabiliser.
You gain 2.07 gold from the melting of shielding rune of the psychic (absorb 393 for 6 turns).
You gain 1.80 gold from the melting of shielding rune of the duelist (absorb 138 for 3 turns).
You gain 1.70 gold from the melting of shielding rune (absorb 234 for 4 turns).
You gain 2.05 gold from the melting of acid wave rune of the warrior (135 acid damage; disarm 5 turns with power 36).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 2.26 gold from the melting of movement infusion of the titan (417% speed; 5 turns).
You gain 2.00 gold from the melting of steam generator implant of the sneak (steam 6).
There is a Very old halfling ruins here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 69th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Today is the 70th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 71st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 72nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 73rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:25.
There is a A path into the Old Forest here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Alfa deactivates Psiblades.
Alfa deactivates Wild Growth.
Alfa deactivates Antimagic Shield.











































































































