










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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: 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. 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. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. 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 | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Summoner |
| Level / Exp | 8 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by 3-headed hydra at level 8 on the 1st Mirth 122nd year of Ascendancy at 03:08 0 / 5Killed by Belodhebeth the large brown snake at level 8 on the 1st Mirth 122nd year of Ascendancy at 20:53 Killed by Poluldabeth the skeleton warrior at level 8 on the 1st Mirth 122nd year of Ascendancy at 22:40 Killed by shadow at level 8 on the 1st Mirth 122nd year of Ascendancy at 23:37 Killed by Poluldabeth the skeleton warrior at level 8 on the 2nd Mirth 122nd year of Ascendancy at 00:32 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 13 (base 11) |
| Constitution | 10 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 39 (base 28) |
| Cunning | 32 (base 24) |
Resources
| Life | -2/184 |
| Equilibrium | 40 |
| Healing Factor | 1.2 |
| Regeneration | 0.3 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 37.300317620788 |
| See Invisible | 37.300317620788 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 40 |
| Crit Chance | 14% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 40 |
| Crit Chance | 9% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +10% |
| Nature | +10% |
| Blight | +6% |
| Cold | +11% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Cold | +15% |
| Arcane | +20% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 6 |
| Physical Save | 18 |
| Spell Save | 22 |
| Mental Save | 30 |
Defense: Resistances
| Light | + 30%( 70%) |
| Blight | + 3%( 70%) |
| Nature | + 10%( 70%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 20% |
| Confusion Resistance | 21% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Stun Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Wild-gift / Summoning (distance) | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
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 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your 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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed orc heart. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one 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.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' 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 bear paw. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
Equipment
| On feet | [vs. Hailsnake (0 def, 1 armour) (On feet)]Hailsnake (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +3%(-) blight Ignore resists +15%(-) cold defense ------ Armor +1 (-) Crit Resistance 5.00% (-) Silence Resist +20% (-) Confus Resist +21% (-) Stun Resist +21% (-) other ------- Mana/turn +0.12 (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15(-) Lite Light Burst (radius 1) Damage +10%(-) light defense ------ Resistance +30%(-) light Healmod +10% (-) other ------- 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.(95 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. clarifying linen wizard hat (1 def, 0 armour) (On head)]clarifying linen wizard hat (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: Stats +3(-) Cun defense ------ Defense +1 (+1 eff.) (-) Mind save +5 (+2 eff.) (-) A pointy cloth hat, very wizardly... |
| Tool | [vs. soothing elm totem of healing [power 110] (13 cooldown) (Tool)]soothing elm totem of healing [power 110] (13 cooldown) 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 turn cooldown 100% to heal for 33. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. psionicist's copper ring of frost (+22%) (On fingers, 1 of 2)]psionicist's copper ring of frost (+22%) 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3(-) Wil offense ------ Damage +11%(-) cold defense ------ Resistance +22%(-) cold Mind save +6 (+3 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. psionicist's copper ring of frost (+22%) (On fingers, 1 of 2)]Zubywen the Abysswar 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3(-) Wil offense ------ Critical power +10.00% Damage +0%(-11%) cold +3% fire defense ------ Resistance +0%(-22%) cold Physical save +8 (+5 eff.) Spell save +7 (+3 eff.) Mind save +6 (+3 eff.) (-) other ------- Hate-on-crit +3.00 Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Withering Orbs (Around neck)]Withering Orbs 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) (-) On-Hit 5(-) mind On-Ranged-Hit 5(-) mind other ------- See Stealth +10 (-) See Invis +10 (-) Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | [vs. Serpent's Glare (7-8 power, 15 apr, nature damage) (In main hand, 1 of 2)]Serpent's Glare (7-8 power, 15 apr, nature damage) 3.0 Encumbrance T1 mindstar 1H weapon Reqs Wil 12 [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 (-) Critical Rate +7.0% (-) Attack Speed 100% (-) Damage Conversion 30%(-) poison While equipped: offense ------ Mind Crit +2% (-) Mindpower +4 (+2 eff.) (-) Damage +10%(-) nature defense ------ Resistance +10%(-) nature Poison Resist +50% (-) Spit Poison: Effective talent level: 2.0 Power cost 7 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 111.21 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
| Around waist | [vs. Jetwinter (Around waist)]Jetwinter 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3(-) Cun +4(-) Wil offense ------ Damage +3%(-) blight +6%(-) darkness Ignore resists +20%(-) arcane Against +18% (-)Summoned defense ------ Resistance +3%(-) blight Resist Against +15% (-)Summoned A belt that goes around your waist. |
| In off hand | [vs. Serpent's Glare (7-8 power, 15 apr, nature damage) (In main hand, 1 of 2)]mossy mindstar (2-2 power, 12 apr, nature damage) 3.0 Encumbrance T1 mindstar 1H weapon Reqs Wil 11 [Normal] Nature Weapon Damage 2.0 - 2.2(-5.0 - -5.5) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 (-3) Critical Rate +2.5% (-4.5%) Attack Speed 100% (-) Damage Conversion 0%(-30%) poison While equipped: offense ------ Mind Crit +1% (-1%) Mindpower +2 (+1 eff.) (-2 (-1 eff.)) Damage +0%(-10%) nature defense ------ Resistance +0%(-10%) nature Poison Resist +0% (-50%) other ------- 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. Tap to cycle through comparison choices |
| Cloak | [vs. Erelilar (1 def, 0 armour) (Cloak)]Erelilar (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2(-) Cun +1(-) Dex defense ------ Defense +1 (+1 eff.) (-) Physical save +3 (+3 eff.) (-) Healmod +10% (-) Cut Resist +20% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. rough leather armour (3 def, 2 armour) (Main armor)]rough leather armour (3 def, 2 armour) 9.0 Encumbrance T1 light armor Reqs Str 10 [Normal] While equipped: defense ------ Armor +2 (-) Defense +3 (+3 eff.) (-) Fatigue +6% (-) A suit of armour made of leather. |
Inventory
[vs. Withering Orbs (Around neck)]copper amulet of constitution (+2) 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Mindpower +0 (+0 eff.) (-5 (-2 eff.)) On-Hit 0(-5) mind On-Ranged-Hit 0(-5) mind other ------- See Stealth +0 (-10) See Invis +0 (-10) Amulets make your neck look great! |
[vs. Withering Orbs (Around neck)]grounding copper amulet 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: offense ------ Mindpower +0 (+0 eff.) (-5 (-2 eff.)) On-Hit 0(-5) mind On-Ranged-Hit 0(-5) mind defense ------ Resistance +10% lightning Stun Resist +23% other ------- See Stealth +0 (-10) See Invis +0 (-10) Amulets make your neck look great! |
[vs. psionicist's copper ring of frost (+22%) (On fingers, 1 of 2)]copper ring 'Obsidianbait' 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +0(-3) Wil offense ------ Damage +10% acid +0%(-11%) cold Ignore resists +5% darkness defense ------ Resistance +20% acid +0%(-22%) cold +6% blight Mind save +0 (+0 eff.) (-6 (-3 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-8 power, 15 apr, nature damage) (In main hand, 1 of 2)]mossy mindstar (2-3 power, 12 apr, nature damage) 3.0 Encumbrance T1 mindstar 1H weapon Reqs Wil 11 [Normal] Nature Weapon Damage 2.5 - 2.8(-4.5 - -5.0) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 (-3) Critical Rate +2.5% (-4.5%) Attack Speed 100% (-) Damage Conversion 0%(-30%) poison While equipped: offense ------ Mind Crit +1% (-1%) Mindpower +2 (+1 eff.) (-2 (-1 eff.)) Damage +0%(-10%) nature defense ------ Resistance +0%(-10%) nature Poison Resist +0% (-50%) other ------- 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. Tap to cycle through comparison choices |
[vs. clarifying linen wizard hat (1 def, 0 armour) (On head)]Kodil the linen wizard hat (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +0(-3) Cun +3 Wil defense ------ Defense +1 (+1 eff.) (-) Physical save +6 (+4 eff.) Mind save +3 (+1 eff.) (-2 (-1 eff.)) other ------- EQ when Hit +0.04 Hate-on-crit +3.00 Max vim +10.00 See Invis +3 A pointy cloth hat, very wizardly... |
agate0.0 Encumbrance 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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 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. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)]brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: offense ------ On-Hit 0(-15) Lite Light Burst (radius 1) Damage +0%(-10%) light defense ------ Resistance +0%(-30%) light Healmod +0% (-10%) other ------- Light +3 (-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. |
[vs. Summertide Phial (Light source)]scorching brass lantern 2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ On-Hit 0(-15) Lite Light Burst (radius 1) Damage +0%(-10%) light When Hit 11 fire defense ------ Resistance +0%(-30%) light +5% fire Healmod +0% (-10%) other ------- Light +3 (-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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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
Log
Giant green ant hits War hound for 12 physical damage.
Poluldabeth the skeleton warrior shoots!
War hound hits Giant green ant for 67 physical damage.
Poluldabeth the skeleton warrior's Shoot hits Summy for 23 physical, 3 acid, 3 cold, 3 nature (31 total damage).
Poluldabeth the skeleton warrior's Shoot hits Summy for 22 physical, 5 acid, 3 cold, 3 nature (33 total damage).
Summy feels pain again.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Summy uses Wrath of the Highborn.
Summy radiates power.
Summy uses Nature's Touch.
Summy's mind surges with critical power!
Summy receives 343 healing.
Giant green ant misses War hound.
War hound hits Giant green ant for 68 physical damage.
Poluldabeth the skeleton warrior shoots!
War hound killed Giant green ant!
Poluldabeth the skeleton warrior's Shoot hits Summy for 27 physical, 3 acid, 3 cold, 4 nature (36 total damage).
Poluldabeth the skeleton warrior's Shoot hits Summy for 27 physical, 5 acid, 3 cold, 4 nature (39 total damage).
Summy uses Track.
Vorukira the skeleton warrior casts Sun Ray.
Vorukira the skeleton warrior's spell attains critical power!
Vorukira the skeleton warrior is surging arcane power.
Summy loses sight!
Vorukira the skeleton warrior hits Summy for 45 light damage.
Something hits Summy for 23 physical, 3 acid, 3 cold, 4 nature (32 total damage).
Something hits Summy for 23 physical, 5 acid, 3 cold, 4 nature (35 total damage).
Summy the level 8 higher summoner was treehugged to death by Poluldabeth the skeleton warrior on level 3 of Ruins of Kor'Pul.





























































