











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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: Showing Items Tier in Inventory 1.7.2This 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 Items Vault 1.7.6Donators/Buyers bonus! Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Insane Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 18 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by Gonondi the shalore at level 8 on the 53rd Dusk 122nd year of Ascendancy at 00:12 / 9Killed by Zuboriann the green worm mass at level 11 on the 78th Haze 122nd year of Ascendancy at 19:32 Killed by Belybeth the elven warrior at level 15 on the 6th Decay 122nd year of Ascendancy at 11:58 Killed by Veloth the rattlesnake at level 16 on the 5th Allure 123rd year of Ascendancy at 12:13 Killed by Bethewen the large white snake at level 17 on the 5th Allure 123rd year of Ascendancy at 20:19 Killed by Eligalle the bandit at level 18 on the 25th Regrowth 123rd year of Ascendancy at 20:16 Killed by Assassin Lord at level 18 on the 26th Regrowth 123rd year of Ascendancy at 05:59 Killed by Assassin Lord at level 18 on the 26th Regrowth 123rd year of Ascendancy at 06:57 Killed by Assassin Lord at level 18 on the 26th Regrowth 123rd year of Ascendancy at 07:13 |
Primary Stats
| Strength | 53 (base 46) |
| Dexterity | 32 (base 20) |
| Constitution | 26 (base 12) |
| Magic | 12 (base 10) |
| Willpower | 34 (base 25) |
| Cunning | 14 (base 10) |
Resources
| Life | 621/621 |
| Stamina | 211/211 |
| Healing Factor | 1.2416586254954 |
| Regeneration | 2.7937319073647 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 54 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Light | +3% |
| Lightning | +12% |
| Physical | +9% |
| Cold | +19% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Cold | +20% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 59.292304923968 (87.807182003187%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 8 |
| Physical Save | 36 |
| Spell Save | 23 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 44%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 13%( 70%) |
| Temporal | + 32%( 70%) |
| Physical | + 8%( 70%) |
| Darkness | + 16%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Pinning Resistance | 53% |
| Disarm Resistance | 46% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 86% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 146 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 447 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed skeleton mage skull. * '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.' | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Belyyon the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex +3 Con dps ---------- Phys.crit +2.0% Dmg.mod +6% acid ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane +3% cold HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +5 (+3 eff.) ---------- 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. |
| On head | Freezemaster the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Dex +3 Con dps ---------- Dmg.mod +3% cold Apr +2 ----- def ----- Armour +3 Fatigue +5% Resists +1% physical ---------- misc Stam/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Emelema the Chargestone (0 def, 7 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Dex +2 Mag +2 Wil +1 Con dps ---------- Acc +6 (+2 eff.) Melee Ret 2 lightning ----- def ----- Armour +7 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +22% ---------- misc Stam/turn +3.00 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 | Silylrakira the Squalorobeisance (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% lightning Res.pen +5% lightning +15% cold +5% nature ----- def ----- Fatigue -4% Resists +3% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Manothad0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Dmg.mod +20% acid +9% physical Apr +1 ----- def ----- Armour +4 Resists +22% acid Rings make your fingers look great! |
| On fingers | titan's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +4 (+2 eff.) Rings make your fingers look great! |
| Around neck | Adoriathra the Frostbreak0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% cold Res.pen +5% cold Melee Ret 2 cold ----- def ----- Resists +6% blight +27% temporal Pinning- +43% Knockbk- +46% Amulets make your neck look great! |
| In main hand | Blindpierce the iron waraxe (13-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: dps ---------- Dmg.mod +3% light Acc +6 (+2 eff.) ----- def ----- Armour +2 Defense +6 (+3 eff.) Spell.save +3 (+2 eff.) Max.HP +80.00 Silence- +10% Disarm- +24% One-handed war axes. |
| Around waist | Mighty Girdle1.0 T1 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 | exposing dwarven-steel shield of resistance (0 def, 6 armour, 32-38 power, 88.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Psionic When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +88 While equipped: dps ---------- On Hit (Melee): * 7% chance to reduce all saves and defense by 17 On Melee Ret: * 13% chance to reduce all saves and defense by 17 ----- def ----- Armour +6 Fatigue +8% Resists +5% acid +7% fire +6% lightning +6% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Tarrachak the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun +1 Str ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +5% arcane +11% cold Die.at -40.00 life Disease- +20% Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +7% Resists +10% blight +10% darkness Phys.save +8 (+4 eff.) ---------- misc Light +1 A suit of armour made of mail. |
Inventory
Rhydunagas the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +1% S.pwr/crit +4 ----- def ----- Fatigue -4% Spell.save +9 (+5 eff.) HP.reg +1.00 ---------- misc Max.mana +20.00 Amulets make your neck look great! |
ash starstaff 'Betota' (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +17.00% Spell.pwr +12 (+5 eff.) Dmg.mod +15% lightning +15% cold +15% arcane +15% fire Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +3 Hardiness +3% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew vilestaff (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +22.00% Spell.pwr +14 (+6 eff.) Melee+ 15 fire Dmg.mod +20% blight ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+2 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Zubynne the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Con dps ---------- Apr +1 Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +3 ---------- misc Infravis +2 A pair of boots made of leather. |
shielding cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+4 eff.) A pointy cloth hat, very wizardly... |
3 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. |
3 spinel0.0 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. |
4 ametrine0.0 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. |
6 citrine0.0 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. |
3 zircon0.0 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. |
417 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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 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. |
warded yew wand of shielding [power 272] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 light +3 nature +2 mind +3 darkness Talents +1 Ward Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Deimos the Cornac Bulwark level 8
11st Dusk 122nd year of Ascendancy at 21:22 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Deimos the Cornac Bulwark level 10
55th Haze 122nd year of Ascendancy at 15:51 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Deimos the Cornac Bulwark level 8
52nd Dusk 122nd year of Ascendancy at 22:15 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Deimos the Cornac Bulwark level 8
49th Haze 122nd year of Ascendancy at 01:06 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Deimos the Cornac Bulwark level 8
70th Dusk 122nd year of Ascendancy at 10:50 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Deimos the Cornac Bulwark level 15
7th Decay 122nd year of Ascendancy at 03:18 see stats
Log
Assassin Lord uses Venomous Strike.
Assassin Lord performs a melee critical strike against Deimos!
Deimos is poisoned!
Deimos slows down.
Assassin Lord hits Deimos for 70 nature, 28 darkness, 9 nature, 28 darkness (134 total damage).
Melee retaliation hits Assassin Lord for 2 lightning, 2 cold, 2 lightning, 2 cold (6 total damage).
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Greater Weapon Focus is ready to use.
Deadly Poison from Assassin Lord hits Deimos for 64 nature damage.
Poison from Assassin Lord hits Deimos for 63 nature damage.
Deimos hits Assassin Lord for 53 physical, 1 arcane (53 total damage).
Assassin Lord hits Deimos for 13 physical, 28 darkness, 4 physical, 28 darkness (72 total damage).
Melee retaliation hits Assassin Lord for 2 lightning, 2 cold, 2 lightning, 2 cold (6 total damage).
Deadly Poison from Assassin Lord hits Deimos for 64 nature damage.
Poison from Assassin Lord hits Deimos for 63 nature damage.
Deimos uses Greater Weapon Focus.
Deimos hits Assassin Lord for 49 physical, 1 arcane (50 total damage).
Assassin Lord is less vulnerable.
Assassin Lord performs a melee critical strike against Deimos!
Assassin Lord's is vulnerable to attacks and effects!
Assassin Lord hits Deimos for 16 physical, 28 darkness, 4 physical, 28 darkness (75 total damage).
Melee retaliation hits Assassin Lord for 2 lightning, 2 cold, 2 lightning, 2 cold (6 total damage).
Deadly Poison from Assassin Lord hits Deimos for 64 nature damage.
Deimos the level 18 cornac bulwark was slimed to death by Assassin Lord on level 2 of Unknown tunnels.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Deadly Poison from Assassin Lord killed Deimos!




































































