










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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:
astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. 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:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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! New Alchemist 1.7.6Full remake of Alchemist and gems: Changes for gems: Remake of Golem: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. 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. Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Possessor Bonus Class 1.7.4Donators/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: 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 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. 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 | Cornac |
| Class | White Monk |
| Level / Exp | 13 / 23% |
| Size | big |
| Lifes / Deaths | Killed by Adonne the sick treant at level 11 on the 8th Mirth 122nd year of Ascendancy at 17:04 0 / 6Killed by Xerethra the deformed fox at level 11 on the 9th Mirth 122nd year of Ascendancy at 05:31 Killed by shadow at level 11 on the 9th Mirth 122nd year of Ascendancy at 08:07 Killed by war hound at level 12 on the 9th Mirth 122nd year of Ascendancy at 15:00 Killed by Silywyn the sick grizzly bear at level 13 on the 9th Mirth 122nd year of Ascendancy at 23:57 Killed by war hound at level 13 on the 10th Mirth 122nd year of Ascendancy at 00:14 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 38 (base 33) |
| Constitution | 26 (base 23) |
| Magic | 10 (base 10) |
| Willpower | 28 (base 22) |
| Cunning | 14 (base 10) |
Resources
| Life | -30/409 |
| Stamina | 105/181 |
| Healing Factor | 1.2316586254954 |
| Regeneration | 2.7712319073648 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +19.64208938328% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 3 |
Offense: Barehand
| Damage | 44 |
| Accuracy | 49 |
| Crit Chance | 2% |
| APR | 1 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +10% |
| Light | +10% |
| Fire | +4% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 6 (63.914983985962%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 19 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Light | + 33%( 70%) |
| Nature | + 28%( 70%) |
| Blight | + 15%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 18%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| 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 194 life over 5 turns. Its effects scale with your Dexterity 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: 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 484% 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. |
Class Talents
| Technique / Agile Combatant | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mending | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Rending | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Martial Arts | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Fending | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed length of troll intestine. | 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 |
Equipment
| On feet | pair of iron boots 'Brightrain' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Dex +3 Cun +1 Con offense ------ When Hit 6 fire defense ------ Armor +3 Fatigue +2% Resistance +9% fire other ------- See Invisibility +3 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of iron shots 'Frozenminister' (19/19, 14-17 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Nature Weapon Damage 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 19 On-ranged-hit +8 cold +6 nature +4 mind On-Hit, radius 1 +4 fire +16 cold Shots are used with slings to pummel your foes to death. |
| On hands | Belaba the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Mind Crit +5% On-Hit 5 fire Damage +4% fire Ignore resists +10% mind defense ------ Armor +1 Resistance +6% fire Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On-crit, radius 2 +5 fire On Hit: 10% Fire Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | stabilizing linen wizard hat of nature (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil offense ------ Damage +10% nature defense ------ Defense +1 (+0 eff.) Resistance +15% nature Physical save +5 (+4 eff.) A pointy cloth hat, very wizardly... |
| Tool | innervating iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +5 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
| Around waist | rough leather belt 'Islykira'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+2 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +12% acid Spell save +6 (+3 eff.) Life +40.00 Life Regen +2.00 other ------- Size +1 A belt that goes around your waist. |
| Main armor | cleansing rough leather armour of lightning resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% lightning +10% nature +11% blight A suit of armour made of leather. |
| Cloak | Sepsisbreaker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Con +3 Wil offense ------ Ignore resists +5% cold On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Defense +1 (+0 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Summertide Phial1.0 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.(81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Inventory
cruel elm magestaff of illumination (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Ego] Nature/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +10.00% Spellpower +3 (+2 eff.) Damage +10% fire defense ------ Defense +5 (+1 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 34.18 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of wizardry (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Ego+] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Mag +2 Wil offense ------ Spell Crit +1% Spellpower +6 (+3 eff.) Damage +10% fire other ------- Max mana +16.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe of crippling (13-20 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon Reqs Str 11 [Ego+] Master Weapon Damage 13.0 - 19.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Massive two-handed battleaxes. |
plaguebringer's iron battleaxe (12-19 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon Reqs Str 11 [Ego+] Arcane Weapon Damage 12.5 - 18.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +7 blight On Hit: 20% Epidemic level 1 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: defense ------ Disease Resist +14% Massive two-handed battleaxes. |
Arudrarion the steel battleaxe (22-33 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Random Unique] Disrupt/Master Weapon Damage 22.0 - 33.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +12 acid While equipped: Stats +3 Str +1 Wil offense ------ Mind Crit +1% Damage +10% physical Ignore resists +10% physical Accuracy +22 (+8 eff.) Ignore Armor +7 defense ------ Resistance +12% acid +13% lightning +10% cold +12% fire +3% all Spell save +9 (+5 eff.) Massive two-handed battleaxes. |
hateful steel battleaxe of massacre (30-44 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Master/Psionic Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 darkness Damage Against +9% Living Massive two-handed battleaxes. |
Cyrylle the Lavatide (30-44 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Random Unique] Disrupt/Master Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * 14% chance to slow global speed by 41% * 10 arcane resource burn While equipped: offense ------ Accuracy +9 (+3 eff.) When Hit 6 fire defense ------ Defense +7 (+2 eff.) Resistance +6% fire Disarm Resist +34% Massive two-handed mauls. |
Blindgash the iron greatsword (16-26 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon Reqs Str 11 [Rare] Master Weapon Damage 16.5 - 26.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +9 (+3 eff.) Resistance +3% lightning +3% darkness Life Regen +4.00 Silence Resist +10% Disarm Resist +29% Massive two-handed swords. |
Hanidas the Wretchweeper (12-17 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 11 [Rare] Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +12 cold While equipped: offense ------ Ignore resists +10% nature Accuracy +6 (+2 eff.) When Hit 2 nature defense ------ Defense +6 (+2 eff.) Resistance +9% acid +3% darkness Disarm Resist +24% One-handed war axes. |
creative vined mindstar (6-7 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +8.00% Mindpower +4 (+2 eff.) 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. |
creative vined mindstar of balance (6-7 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +2% Critical power +9.00% Mindpower +4 (+2 eff.) defense ------ Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) other ------- EQ when Hit +0.60 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. |
vined mindstar of clarity (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Mind save +2 (+1 eff.) other ------- Max psi +14.00 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. |
vined mindstar of life (4-5 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Life +14.00 Life Regen +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. |
windwalling iron steamsaw (10-16 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon Reqs Str 11 Steam Pool [Ego+] Psionic/Steamtech Weapon Damage 10.5 - 15.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil defense ------ Armor +2 Defense +2 (+0 eff.) Fatigue +4% Resistance +11% physical Windwall +12 Slow Projectiles +11% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
shocking steel steamsaw of massacre (21-32 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Nature/Master/Steamtech Weapon Damage 21.0 - 31.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 Uses 1.0 Steam While equipped: offense ------ On-Hit 5 lightning When Hit 1 lightning defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steady elm longbow of fire4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +8 fire While equipped: offense ------ Physical Crit +3.0% Damage +14% fire Accuracy +8 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Blackreek (43/43, 14-16 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 13.5 - 16.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 43 On-ranged-hit +16 nature On-crit, radius 2 +4 darkness On Hit: * 20% chance to slow global speed by 41% * 10% chance to reduce damage dealt by 13% While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
spellwoven linen robe of protection (3 def, 3 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane/Master While equipped: offense ------ Spell Crit +3% Spellpower +3 (+2 eff.) defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +7% all Physical save +17 (+10 eff.) Spell save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of frost (+15%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% cold defense ------ Resistance +13% all +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of lightning resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +19% lightning A suit of armour made of leather. |
steel mail armour of natural resilience (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Disrupt While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +11% nature +12% blight Resist Against +6% Unnatural A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of acid resistance (3 def, 16 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Master While equipped: defense ------ Armor +16 Defense +3 (+1 eff.) Fatigue +12% Resistance +17% acid A suit of armour made of mail. |
cleansing iron plate armour of resilience (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Ego] Nature/Disrupt While equipped: defense ------ Armor +7 Fatigue +22% Resistance +12% nature +11% blight Life +22.00 A suit of armour made of metal plates. |
rejuvenating iron plate armour of resilience (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Ego] Nature While equipped: defense ------ Armor +7 Fatigue +22% Life +23.00 Life Regen +2.20 other ------- Stamina/turn +0.50 A suit of armour made of metal plates. |
rough leather belt 'Scaldlady'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +3 Con offense ------ Physical Crit +1.0% Mindpower +3 (+2 eff.) Damage +3% fire Ignore resists +15% physical On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Resistance +3% fire Physical save +5 (+4 eff.) A belt that goes around your waist. |
linen cloak 'Deepsglean' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +2 Cun +1 Con offense ------ When Hit 6 darkness defense ------ Defense +1 (+0 eff.) Resistance +9% nature Life +30.00 other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Thunderhunt the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +1 Str +1 Dex +3 Wil +6 Cun offense ------ Damage +3% lightning +9% acid defense ------ Armor +1 Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Light +2 Infravision +2 A pair of boots made of leather. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +5% fire +6% cold other ------- Stamina/turn +0.40 Max stamina +12.00 A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.40 Max stamina +10.00 Infravision +1 A pair of boots made of leather. |
Ce'Nobrena (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +5 Wil +2 Cun +2 Con offense ------ Mindpower +24 (+12 eff.) Damage +3% mind Ignore resists +5% physical defense ------ Armor +3 Fatigue +2% Mind save +3 (+2 eff.) Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 5 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +11 (+4 eff.) defense ------ Armor +1 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +5.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+4 eff.) defense ------ Armor +2 Unarmed combat: Weapon Damage 23.0 - 25.3 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of magic (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +4% arcane Accuracy +5 (+2 eff.) defense ------ Armor +1 Fatigue +1% Physical save +6 (+4 eff.) Mind save +5 (+3 eff.) Disarm Resist +22% Unarmed combat: Weapon Damage 12.5 - 17.5 Physical Uses 60% Wil, 60% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% On-hit +5 arcane On-crit, radius 2 +6 arcane On Hit: 10% Perfect Control level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
leafwalker's rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% nature Spell save +4 (+2 eff.) Life +42.00 Healmod +11% A cap made of leather. |
Blastblow the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Fatigue +5% Resistance +6% blight +9% cold +5% arcane +3% temporal other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Islinor the Hellsshine (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Ignore resists +10% fire Ignore Armor +4 When Hit 10 fire defense ------ Armor +3 Fatigue +5% other ------- Light +1 See Invisibility +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 Encumbrance T1 black gem Reqs - Gem related talents [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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 Encumbrance T1 green gem Reqs - Gem related talents [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) When used as an alchemist bomb: Deals 50% extra poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem Reqs - Gem related talents [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem Reqs - Gem related talents [Normal] While equipped: Armor +10 Item imbue powers: Armor +10 When used as an alchemist bomb: 50% chance to daze for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Bethekira the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Crit +1.0% Ignore resists +15% physical defense ------ Resistance +9% blight Physical save +5 (+4 eff.) Healmod +11% other ------- 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Chamyzilathad (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun +3 Wil offense ------ Ignore resists +5% mind Accuracy +4 (+2 eff.) defense ------ Crit Resistance 10.00% other ------- Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (1/1)2.0 Encumbrance 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. |
iron torque of mindblast 'Eilinorama' [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Dex offense ------ Physical Crit +4.0% Damage +3% mind When Hit 4 mind other ------- Max stamina +20.00 Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
supercharged elm wand of clairvoyance [power 9] (19 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 34 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 19 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Broken the Cornac White Monk level 10
6th Mirth 122nd year of Ascendancy at 19:06 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Broken the Cornac White Monk level 7
1st Mirth 122nd year of Ascendancy at 13:23 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Broken the Cornac White Monk level 13
9th Mirth 122nd year of Ascendancy at 23:57 see stats
Log
Broken hits Silywyn the sick grizzly bear for 13 physical, 0 arcane, 1 fire, 6 light, 13 fire (34 total damage).
Silywyn the sick grizzly bear summons a War Hound!
Broken becomes more vulnerable to physical.
Broken hits Silywyn the sick grizzly bear for 12 physical, 0 arcane, 1 fire, 6 light (20 total damage).
The psionic shield around Betorevea the sick giant venus flytrap crumbles.
Burning from Broken hits Silywyn the sick grizzly bear for 4 fire damage.
Melee retaliation hits Silywyn the sick grizzly bear for 2 fire damage.
Silywyn the sick grizzly bear's Beyond the Flesh hits Broken for (27 flat reduction), 47 physical, (19 flat reduction), 0 physical (47 total damage).
Broken rearms.
Talent Spin Fist is ready to use.
Talent Holy Sign is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Dig is ready to use.
Broken breathes fire!
Broken hits Silywyn the sick grizzly bear for 12 physical, 0 arcane, 1 fire, 6 light, 9 fire (28 total damage).
Melee retaliation hits War hound for 2 fire damage.
War hound hits Broken for (27 flat reduction), 61 physical (61 total damage).
Burning from Broken hits Silywyn the sick grizzly bear for 6 fire damage.
Melee retaliation hits Silywyn the sick grizzly bear for 2 fire damage.
Silywyn the sick grizzly bear's Beyond the Flesh hits Broken for (27 flat reduction), 50 physical, (19 flat reduction), 0 physical (50 total damage).
Silywyn the sick grizzly bear uses Thermal Leech.
Broken is encased in ice!
Silywyn the sick grizzly bear hits Broken for (13 flat reduction), 0 cold (0 total damage).
Broken uses Spin Fist.
Melee retaliation hits Iceblock for 3 fire damage.
War hound hits Broken for (27 flat reduction), (25 to ice), 37 physical (37 total damage).
Broken the level 13 cornac white monk was splattered to death by a war hound on level 3 of Heart of the Gloom.


























































