Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon 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:
Godling 1.7.6 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: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other 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 Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Evolution for Brawler 1.7.6Currently adds one evolution, the Tempered Hand. When you enter combat while all of your talents are off cooldown, you gain 1 combo point. When you gain combo points you also gain 15% of a turn per point gained (points that would be gained beyond your limited do not count). When you would generate combo points beyond your limit, each extra point will increase your maximum number of counter attacks by 1 for 1 turn. When you spend combo points you will instantly trigger Open Palm Block for the same number of combo points, ignoring cost, cooldown, and failure chance. Embers races rebalance 1.7.0Note: if you want to play EOR races in Maj'Eyal you need to download nsrr's addon: https://te4.org/games/addons/tome/orcsallraces Rebalances Embers of Rage races Yeti: Orc: Whitehoof: I don't know how balanced this is Edit 1: I forgot to add some things to the description 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. 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: Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 Items Vault 1.7.6Donators/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 | Nightmare Adventure |
Sex | Male |
Race | Dragon |
Class | Fire Drake |
Level / Exp | 12 / 17% |
Size | big |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 47 (base 37) |
Dexterity | 35 (base 37) |
Constitution | 46 (base 37) |
Magic | 37 (base 37) |
Willpower | 93 (base 37) |
Cunning | 36 (base 37) |
Resources
Life | 1848/2108 |
Fury | 226/258 |
Stamina | 545/696 |
Equilibrium | 20 |
Healing Factor | 1.6355185868234 |
Regeneration | 106.58674630328 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +65.010504879205% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Offense: Barehand
Damage | 38 |
Accuracy | 52 |
Crit Chance | 27% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Fire | -7% |
Cold | +10% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Fire | +2% |
Defense: Base
Armour (hardiness) | 44.123026954001 (45.249210781601%) |
Defense | 40 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 46 |
Mental Save | 50 |
Defense: Resistances
Fire | +100%(100%) |
Darkness | + 56%( 70%) |
Light | + 30%( 70%) |
Temporal | + 6%( 70%) |
Blight | + 60%( 70%) |
Physical | + 40%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (0/0)
Class Talents
Wild-heart / Lumbering Beast | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Mighty Wings | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Wild-heart / Heatstroke | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Wild-heart / Snarling Beast | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Wild-heart / Fiery Breath | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Wild-heart / Savaging Claws | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Wild-heart / Tyrannic Beast | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Dissension | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Natural Combat | 1.20 |
| 4/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
Wild-heart / Dragon Scales | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Wild-heart / Dragon Army | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Ego / Dragon | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-heart / Hoarding Beast | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-heart / Dragon Brood | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Wild-heart / Noble Animal | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/10 |
| 5/10 |
| 5/10 |
| 5/10 |
Effects
talent | Attune to Nature |
talent | Boldly and Fiercely |
talent | Summon Vines |
talent | Battle Formations |
beneficial effect | You have assumed a battle formation with 2 Drakeling(s): Formation BonusAccuracy: +0 Defense: +0 Movement Speed: +65% |
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
beneficial effect | You are fiercely facing fire, gaining 3% damage and 2% penetration for fire. Fiercely |
beneficial effect | You have Depleted Aquastone in your mouth: ClaspingT1 magic gem [Normal] Arcane While equipped: Max.Air +100.00 This item can be held in the mouth. |
Quests
You found a strange tome stitched with dragonhide and fire dragon scales. It eminates a vivid warmth... A Tale of DragonsAfter a rather clumsy encounter with the disembodied dragon, you learned she knows the secrets of a dragon's power. However, judging from her tone and choice of words, it seems she is only really going to teach you how to raise drakelings better... You've agreed to be taught, and now she is insisting that you diligently read her works... Welp, get to that! | 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 talent Predation (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Luck by +5. | done |
You failed to protect the lost defiler from death by fire drake hatchling. Escort: lost defiler (level 3 of Trollmire) | failed |
You failed to protect the worried loremaster from death by thought-forged bowman. Escort: worried loremaster (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: The Dragons WithinWith that said, you have become a Fire Drake. What could this possibly mean...? *** The "Dragoneer" - You received a strange red book stitched with dragon's scales. It eminates an incredibly intense aura of fiery power... - Parting the book, you discovered the spirit of a dragon named "Enghryza" is trapped within. Though she is haughty towards you, she seems desperate to pass on the secret art of "Dragoneering" and INSISTS upon teaching it to you. Most disturbingly, she seems to know more about you than she lets on... - One of the pages mentioned the possibility of "tearing out" suppressed memories and "placing them within" drakelings when they are created. It seems those 3 drakelings you created earlier on hold the answers to your past! *** Family Little incarnations of yourself? You have produced "children" which speak and behave with an air of familiarity towards your past. Keep on listening... * Huuloc: The haughty and foolhardy This one speaks with an air of majesty and pride. You sense that it represents someone who was proud to you. What could this mean? - Huuloc has perished; this part of your past is lost. * Isovau: The wise and prudent This one speaks with nothing but wisdom and prudence. There might be something to this-- Someone who, perhaps, provided you with great consol? * Drenng: The temperamental and brave This one speaks with great fury and ferocity. Why is this one so angry always? Were you or someone else angry in the past? - Drenng has perished; this part of your past is lost. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | completed |
Equipment
Decoration slot | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +5 (+1 eff.) Rings make your fingers look great! |
Decoration slot | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +10% fire +6% temporal +15% cold Amulets make your neck look great! |
Decoration slot | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
Decoration slot | ![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
Decoration slot | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
Decoration slot | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(145 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness Phys.save +6 (+2 eff.) Spell.save +9 (+3 eff.) Poison- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In mouth | ![]() 1.0 T1 magic gem [Normal] Arcane While equipped: Max.Air +100.00 This item can be held in the mouth. This stone has already been used and is low on power. |
Inventory
![]() 0.1 book scroll [Unique] Part the tome and read its contents. This strange, dragonhide-skinned book eminates great warmth and a powerful aura... |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -141 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 158 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 376 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+1 eff.) Rings make your fingers look great! |
![]() 5.0 T4 greatmaul 2H weapon [Ego] Arcane Power 54.5 - 81.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage While equipped: ----- def ----- Resists +13% temporal Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 26.5 - 42.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +4 cold On Crit.r2 +16 mind While equipped: dps ---------- Res.pen +15% blight +15% mind Acc +7 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +6% mind Disarm- +31% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage Massive two-handed swords. |
![]() 3.0 T2 trident 2H weapon [Ego] Master Power 20.5 - 32.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +36% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T2 trident 2H weapon [Normal] Power 20.5 - 32.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T2 trident 2H weapon [Ego+] Master Power 17.5 - 28.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +9% physical ----- def ----- Disarm- +20% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon [Ego] Arcane Power 28.0 - 44.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +19 light Against +14% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 mace 1H weapon [Ego] Master Power 45.0 - 63.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +24% Blunt and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Ego] Arcane/Master Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +6.5% Atk.spd 100% Phasing +11% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +29% One-handed war axes. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Nature Uses 269% Wil, 161% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Crit.r2 +8 nature On Hit: * 10% chance to slow global speed by 63% * 10 arcane resource burn While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+0 eff.) Melee Ret 2 nature ---------- misc 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. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.5 - 6.1 Nature Uses 269% Wil, 161% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +4.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% nature Acc +5 (+2 eff.) ----- def ----- Resists +3% blight Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +8 (+3 eff.) Die.at -40.00 life Disease- +10% ---------- misc Equi/ret +0.50 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. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +4 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T4 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +10% blight +13% nature +15% acid A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +6% arcane +10% light +12% darkness Spell.save +12 (+4 eff.) A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 10 temporal Ranged+ 11 temporal Dmg.mod +3% arcane +3% temporal ----- def ----- Armour +3 Fatigue +5% Resists +7% temporal Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +5 arcane On Crit.r2 +7 arcane On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+0 eff.) Shield.pwr +7% HP.reg +2.10 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +1.20 Mana/ret +1.40 Max.mana +50.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 18.00 mind and 18.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 4.50 mind and 4.50 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 7.08 mind and 7.08 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 1.0 T1 magic gem [Normal] Arcane While equipped: Breathe water This item can be held in the mouth. You can breathe underwater with this. They must be fitted into the mouth in order to function, however. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Cameron Ek'Thel the Dragon Fire Drake level 10
2nd Summertide 122nd year of Ascendancy at 11:04 see stats
By Cameron Ek'Thel the Dragon Fire Drake level 10
2nd Summertide 122nd year of Ascendancy at 11:04 see stats
By Cameron Ek'Thel the Dragon Fire Drake level 5
3rd Mirth 122nd year of Ascendancy at 02:13 see stats
Log
Amethy is standing attentive!
Cameron Ek'Thel performs a melee critical strike against Squid!
Squid is on fire!
Cameron Ek'Thel hits Squid for 51 physical, , 16 light, 26 physical, 16 light, 21 physical, 16 light (148 total damage).
Cameron Ek'Thel is looking fierce!
Squid uses Grab.
Squid misses Cameron Ek'Thel.
Dragon Burns from Cameron Ek'Thel hits Squid for 17 fire damage.
You collect a new ingredient: vial of squid ink (1).
Cameron Ek'Thel hits Squid for 40 physical damage.
Cameron Ek'Thel killed Squid!
Cameron Ek'Thel deactivates Battle Formations.
Isovau loosens up...
Amethy loosens up...
Cameron Ek'Thel activates Battle Formations.
Isovau is diligently standing attentive!
Amethy is standing attentive!
Cameron Ek'Thel deactivates Boldly and Fiercely.
Cameron Ek'Thel activates Boldly and Fiercely.
Cameron Ek'Thel deactivates Summon Vines.
Cameron Ek'Thel activates Summon Vines.
Cameron Ek'Thel summons thorny vines!
Cameron Ek'Thel deactivates Attune to Nature.
Cameron Ek'Thel activates Attune to Nature.
Saving game...
Saving done.
Amethy loosens up...