











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.4This 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 Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Solipsist |
Level / Exp | 21 / 20% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 13 on the 9th Flare 122nd year of Ascendancy at 09:47 3 / 2Killed by Xerilerin the Guard at level 21 on the 33rd Haze 122nd year of Ascendancy at 07:15 |
Antimagic | Follower |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 18 (base 10) |
Magic | 10 (base 10) |
Willpower | 75 (base 50) |
Cunning | 67 (base 45) |
Resources
Life | 167/230 |
Equilibrium | 30 |
Psi | 331/380 |
Healing Factor | 1.3411363549267 |
Regeneration | 28.499147542192 |
Speed
Mental | 0% |
Attack | +6.1685445612358% |
Movement | +10% |
Spell | 0% |
Global | +126.15147219157% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
Offense: Mainhand
Damage | 30 |
Accuracy | 43 |
Crit Chance | 26% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 26 |
Accuracy | 43 |
Crit Chance | 25% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 24% |
Speed | 0.94189856716291 |
Offense: Damage Bonus
Acid | +3% |
Lightning | +4% |
Cold | +12% |
Mind | +22% |
Arcane | +4% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Mind | +30% |
Darkness | +5% |
Fire | +15% |
Light | +5% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 1 |
Physical Save | 26.6 |
Spell Save | 29.68 |
Mental Save | 42 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 47%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 15%( 70%) |
All | 0%( 70%) |
Physical | + 5%( 70%) |
Cold | + 26%( 70%) |
Fire | + 15%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: MovementUse 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 increase movement speed by 625% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 60 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Psionic / Mentalism | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
talent | Thought-Form: Bowman |
talent | Antimagic Shield |
beneficial effect | The target is surrounded by a psychic field, absorbing 50% of all damage (up to 250/332). Resonance Field |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+22% global speed). Clarity |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
beneficial effect | You gain 21% resistance against blight. Resolve |
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the repented thief from death by cs. Escort: repented thief (level 3 of Norgos Lair) | failed |
You failed to protect the worried loremaster from death by Harkor'Zun. Escort: worried loremaster (level 1 of Daikara) | 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. 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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. | 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 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed red crystal shard. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +7 Resists +3% fire +9% mind +6% nature ---------- misc Infravis +2 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +7% mind ----- def ----- Phys.save +7 (+3 eff.) Heal.mod +12% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Wil +2 Cun +1 Con dps ---------- Phys.crit +3.0% Mind.pwr +3 (+1 eff.) Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +1 Fatigue +1% Resists +2% physical A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 5 arcane 5 lightning Dmg.mod +4% lightning +6% fire +4% arcane +12% cold Res.pen +20% mind +5% fire ----- def ----- Armour +2 Resists +6% cold +6% fire Mind.save +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +1% Res.pen +5% darkness ----- def ----- Resists +5% arcane Phys.save +6 (+2 eff.) Mind.save +9 (+3 eff.) Knockbk- +10% Blast the opponent's mind dealing 128 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 36. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +9 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Cun +1 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) All.spd +4% Melee+ 7 fire Dmg.mod +5% fire Res.pen +10% fire ----- def ----- Defense +15 (+7 eff.) Resists +3% physical +6% fire Crit.chn- 10.00% ---------- misc Light +1 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 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +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 T3 cloak armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% Dmg.mod +12% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 38 ----- def ----- Defense +2 (+1 eff.) Resists +6% mind Die.at -20.00 life Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T1 light armor [Rare] Master While equipped: dps ---------- Res.pen +5% light +10% mind ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% acid +6% blight ---------- misc Light +1 A suit of armour made of leather. |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% mind Confus- +24% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Phys.save +7 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+2 eff.) Talents granted by this ego do not have their typical weapon type requirements. Stunning Blow: Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Hit the target twice with your two-handed weapon, doing 63% damage. Each hit will try to stun the target for 4 turns. The stun chance increases with your Physical Power. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +21% Rings make your fingers look great! |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.crit +1.0% Spell.crit +2% Crit.mult +11.00% Phys.pwr +3 (+1 eff.) Spell.pwr +3 (+3 eff.) ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Mind.save +11 (+4 eff.) A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +10 (+3 eff.) Apr +3 ----- def ----- Phys.save +5 (+2 eff.) Die.at -20.00 life ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Mag +4 Wil +4 Con dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+2 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 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +12 Defense +16 (+8 eff.) Resists +1% physical +12% cold Mind.save +3 (+1 eff.) Cut- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Spell.pwr +15 (+12 eff.) Phasing +10% ----- def ----- Defense +1 (+0 eff.) Resists +12% mind Crit.chn- 12.00% ---------- misc Talents +2 Glorious Presence Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 25.0% chance for an additional save against it and 30.7 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +15 (+7 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 54.34 to 163.02 lightning damage (108.68 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T3 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +8% cold +7% nature ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +15% mind ----- def ----- Armour +8 Fatigue +5% Resists +17% nature +8% blight Spell.save +4 (+2 eff.) Max.HP +109.00 Heal.mod +14% ---------- misc Psi/ret +0.04 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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. |
![]() 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 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 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(130 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 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. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Affinity +5% mind +3% light Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Sigil of the Enclave Sigil of the Enclave2.0 T2 misc tool [Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +4 Mag ---------- misc Talents +1 Ravager +1 Bastion +1 Arcanist Masteries +0.15 Technique/Field control +0.14 Psionic/Discharge +0.14 Psionic/Dream Forge +0.15 Celestial/Guardian Two talent increases on this item are guaranteed to be ones you know, the other two are random. The provided combination of talents on this item are passives that increase various stats based on the number of enemies around you in a radius of 2. A token carried by agents of the Enclave, a clandestine organization whose members master various disciplines not normally mixed togther. Whoever uesd to hold this sigil clearly didn't make the cut. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
Achievements
By cs the Cornac Solipsist level 15
55th Dusk 122nd year of Ascendancy at 17:45 see stats
By cs the Cornac Solipsist level 20
32nd Haze 122nd year of Ascendancy at 22:48 see stats
By cs the Cornac Solipsist level 17
2nd Haze 122nd year of Ascendancy at 22:39 see stats
By cs the Cornac Solipsist level 20
31st Haze 122nd year of Ascendancy at 21:54 see stats
By cs the Cornac Solipsist level 10
4th Mirth 122nd year of Ascendancy at 04:37 see stats
By cs the Cornac Solipsist level 20
6th Haze 122nd year of Ascendancy at 01:06 see stats
By cs the Cornac Solipsist level 20
6th Haze 122nd year of Ascendancy at 09:47 see stats
Log
You gain 1.42 gold from the transmogrification of psychokinetic pouch of dwarven-steel shots (18/22, 34-40 power, 3 apr).
You gain 0.45 gold from the transmogrification of barbed quiver of ash arrows (19/19, 30-43 power, 7 apr).
You gain 5.98 gold from the transmogrification of frigid hardened leather sling of enduring.
You gain 2.25 gold from the transmogrification of tainted cured leather sling of lightning.
You gain 3.55 gold from the transmogrification of wyrm's thorny mindstar (8-9 power, 24 apr, nature damage).
You gain 4.66 gold from the transmogrification of thorny mindstar of venom (9-10 power, 24 apr, mind damage).
You gain 1.33 gold from the transmogrification of thorny mindstar of balance (10-10 power, 24 apr, mind damage).
You gain 5.11 gold from the transmogrification of inquisitor's thorny mindstar of disruption (8-8 power, 24 apr, mind damage).
You gain 4.93 gold from the transmogrification of warbringer's dwarven-steel dagger (16-21 power, 7 apr).
You gain 4.55 gold from the transmogrification of hateful dwarven-steel dagger of venom (16-21 power, 7 apr).
You gain 4.67 gold from the transmogrification of dwarven-steel dagger of extermination (18-23 power, 7 apr).
You gain 3.31 gold from the transmogrification of dwarven-steel dagger of crippling (16-21 power, 7 apr).
You gain 2.75 gold from the transmogrification of dwarven-steel dagger of corruption (18-23 power, 7 apr).
You gain 6.68 gold from the transmogrification of plaguebringer's steel dagger of venom (11-14 power, 6 apr).
You gain 2.78 gold from the transmogrification of chilling steel dagger of phasing (12-16 power, 13 apr).
You gain 9.80 gold from the transmogrification of Umbral Razor (25-32 power, 10 apr).
You gain 12.50 gold from the transmogrification of Spellblaze Shard (20-26 power, 10 apr).
You gain 7.22 gold from the transmogrification of plaguebringer's steel waraxe of shearing (12-18 power, 3 apr).
You gain 5.09 gold from the transmogrification of frostbitten iron waraxe of banishment (11-15 power, 2 apr).
You gain 2.50 gold from the transmogrification of Skullcleaver (20-28 power, 4 apr).
You gain 6.72 gold from the transmogrification of Glubrekira the Frostnail (12-18 power, 8 apr).
You gain 0.75 gold from the transmogrification of arcing iron longsword (11-15 power, 2 apr).
You gain 7.93 gold from the transmogrification of time-lost dwarven-steel greatsword of enduring (38-62 power, 2 apr).
You gain 6.48 gold from the transmogrification of infernal ash vilestaff of might (15-18 power, 3 apr, fire element).
You gain 1.90 gold from the transmogrification of ash magestaff of might (15-18 power, 3 apr, cold element).
You gain 7.63 gold from the transmogrification of solar gold ring of misery.
You gain 4.47 gold from the transmogrification of copper ring of luminosity.
You gain 1.65 gold from the transmogrification of acid wave rune of the duelist (damage 74; dur 4; cd 21).
You gain 0.65 gold from the transmogrification of healing infusion (heal 53; cd 10).
There is a bandit fortress here (press '' or right click to use).