
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Lycanthrope class 1.7.6Adds lycanthrope class. 增加了兽血战士职业; Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Explorer 1.7.0Adds new class Explorer, an Adventurer subclass mostly identical to Wanderers. At character creation, you will be shown a dialog listing the random class and generic talent trees that you will receive over the course of the game and allowing you to choose the order in which you wish to recieve them (at the usual levels for Wanderers). [License note: This addon uses modified versions of an image by Viscious Speed from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Doctornull's Classes Reloaded 1.7.6Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: 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: Corrupted Summoner 1.7.6Notice: This addon requires Ashes of Urh'Rok DLC. Class talents: Generic talents: Additionally you can summon some unique demons that you have defeated. All new icons were made by https://game-icons.net/ . 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Summoner |
Level / Exp | 18 / 22% |
Size | medium |
Lifes / Deaths | Killed by The Withering Thing at level 11 on the 4th Dusk 122nd year of Ascendancy at 13:38 / 54Killed by Islonor the Guard at level 15 on the 71st Dusk 122nd year of Ascendancy at 02:20 Killed by bear trap at level 15 on the 71st Dusk 122nd year of Ascendancy at 04:12 Killed by Isyrelaith the Thug at level 15 on the 71st Dusk 122nd year of Ascendancy at 04:39 Killed by Rriwaray the Invoker at level 16 on the 72nd Dusk 122nd year of Ascendancy at 01:28 Killed by Rriwaray the Invoker at level 16 on the 72nd Dusk 122nd year of Ascendancy at 01:36 Killed by blade horror at level 16 on the 73rd Dusk 122nd year of Ascendancy at 04:31 Killed by luminous horror at level 16 on the 73rd Dusk 122nd year of Ascendancy at 05:01 Killed by luminous horror at level 16 on the 73rd Dusk 122nd year of Ascendancy at 05:11 Killed by 3-headed hydra at level 16 on the 73rd Dusk 122nd year of Ascendancy at 11:52 Killed by Weirdling Beast at level 16 on the 74th Dusk 122nd year of Ascendancy at 09:25 Killed by Weirdling Beast at level 16 on the 74th Dusk 122nd year of Ascendancy at 10:57 Killed by Weirdling Beast at level 16 on the 74th Dusk 122nd year of Ascendancy at 11:18 Killed by Weirdling Beast at level 16 on the 74th Dusk 122nd year of Ascendancy at 12:51 Killed by Urkis, the High Tempest at level 17 on the 1st Haze 122nd year of Ascendancy at 22:20 Killed by Urkis, the High Tempest at level 17 on the 1st Haze 122nd year of Ascendancy at 22:43 Killed by Urkis, the High Tempest at level 17 on the 1st Haze 122nd year of Ascendancy at 23:24 Killed by Urkis, the High Tempest at level 17 on the 1st Haze 122nd year of Ascendancy at 23:27 Killed by Urkis, the High Tempest at level 17 on the 1st Haze 122nd year of Ascendancy at 23:44 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 00:45 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 01:21 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 01:29 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 01:46 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 01:54 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 02:03 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 02:18 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 02:37 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 02:47 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 03:04 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 03:12 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 03:22 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 03:45 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 04:03 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 04:23 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 04:33 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 04:46 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 05:02 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 05:13 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 05:26 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 05:40 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 05:59 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 06:14 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 06:19 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 07:30 Killed by storm drake at level 17 on the 2nd Haze 122nd year of Ascendancy at 07:41 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 07:42 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 07:46 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 07:55 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 08:05 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 08:13 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 08:26 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 08:41 Killed by Urkis, the High Tempest at level 17 on the 2nd Haze 122nd year of Ascendancy at 08:56 Killed by luminous horror at level 18 on the 3rd Haze 122nd year of Ascendancy at 05:05 |
Primary Stats
Strength | 16 (base 13) |
Dexterity | 27 (base 22) |
Constitution | 24 (base 24) |
Magic | 16 (base 10) |
Willpower | 46 (base 38) |
Cunning | 14 (base 13) |
Resources
Life | 376/376 |
Equilibrium | 102 |
Healing Factor | 1.4672674059366 |
Regeneration | 0.36681685148415 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 32.342941493866 |
See Invisible | 33.342941493866 |
Offense: Mainhand
Damage | 41 |
Accuracy | 30 |
Crit Chance | 4% |
APR | 35 |
Speed | 1.00 |
Offense: Offhand
Damage | 47 |
Accuracy | 30 |
Crit Chance | 8% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +11% |
Light | +17% |
Temporal | +8% |
Blight | +11% |
Physical | +5% |
Nature | +13% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Temporal | +10% |
Mind | +5% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 23 (51.69962066283%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 23 |
Mental Save | 24 |
Defense: Resistances
Acid | + 7%( 70%) |
Blight | + 36%( 70%) |
Physical | + 11%( 70%) |
Cold | + 34%( 70%) |
All | + 3%( 70%) |
Lightning | + 33%( 70%) |
Temporal | + 14%( 70%) |
Darkness | + 11%( 70%) |
Fire | + 9%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Poison Resistance | 50% |
Pinning Resistance | 20% |
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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 155 damage for 3 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 100 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Wild-gift / Summoning (utility) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Master Summoner |
talent | Psiblades |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * '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.' * '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 | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 2 darkness On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Armour +1 Resists +12% lightning ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +3% temporal Phys.save +3 (+2 eff.) Mind.save +5 (+2 eff.) Pinning- +20% Stun/Frz- +20% ---------- misc Light +3 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Mind.pwr +5 (+1 eff.) Dmg.mod +6% light Res.pen +5% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Fatigue +3% Resists +3% nature ---------- misc Infravis +2 A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | ![]() 2.0 T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 305 cold damage Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% blight ----- def ----- Armour +6 Resists +11% blight Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 14 light Ranged+ 11 light Dmg.mod +11% light Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc 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 | ![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 4.0 - 4.4 Mind Uses 95% Wil, 57% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +35 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+2 eff.) Melee+ 4 lightning 3 physical 2 fire 2 acid 2 cold Dmg.mod +3% nature Res.pen +10% cold Melee Ret 2 fire ----- def ----- Resists +4% lightning +3% physical +3% blight +6% fire +12% cold +4% acid Phys.save +2 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +2 (+1 eff.) Disease- +10% ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 95% Wil, 57% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +29 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 151.45 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Cloak | ![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 58.02 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | ![]() 9.0 T3 light armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +24 (+8 eff.) Fatigue +8% Resists +15% lightning Spell.save +3 (+2 eff.) Heal.mod +20% Confus- +20% A suit of armour made of leather. |
Inventory
![]() 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 13% all resistance, you move 30% faster, and you are invisible (power 8). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Master Power 43.5 - 65.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +9.5% Atk.spd 100% While equipped: ----- def ----- Resists +9% acid +3% nature HP.reg +2.00 Knockbk- +20% Massive two-handed battleaxes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce armor by 23% * 7% chance to reduce strength, dexterity, and constitution by 13 While equipped: dps ---------- Dmg.mod +6% acid +3% arcane +6% mind Melee Ret 8 arcane ----- def ----- Disease- +12% One-handed war axes. |
![]() 3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) All.spd +2% Melee+ 6 fire Dmg.mod +2% mind +4% fire Res.pen +3% mind +4% fire ----- def ----- Resists +2% mind +7% fire Dmg.Resnn +6% ---------- misc Psi/ret +0.50 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. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% mind Res.pen +10% temporal ----- def ----- Spell.save +8 (+4 eff.) ---------- misc Psi/ret +0.12 Max.psi +20.00 Size +1 A belt that goes around your waist. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 27% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 nature Dmg.mod +6% nature Acc +12 (+6 eff.) ----- def ----- Armour +2 Resists +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning 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 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 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 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 224 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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 Balor the Cornac Summoner level 16
72nd Dusk 122nd year of Ascendancy at 05:44 see stats
By Balor the Cornac Summoner level 17
74th Dusk 122nd year of Ascendancy at 14:12 see stats
By Balor the Cornac Summoner level 10
1st Dusk 122nd year of Ascendancy at 04:06 see stats
By Balor the Cornac Summoner level 17
1st Haze 122nd year of Ascendancy at 03:55 see stats
Log
Ran for 55 turns (stop reason: at exit).
There is a previous level here (press '' or right click to use).
You gain 10.25 gold from the transmogrification of piercing ash wand of conjuration [power 160] (15 cooldown).
You gain 10.25 gold from the transmogrification of quick ash totem of summon tentacle [power 145] (18 cooldown).
You gain 0.60 gold from the transmogrification of cured leather armour (6 def, 4 armour).
You gain 0.80 gold from the transmogrification of woollen robe of corrosion (+16%) (0 def, 0 armour).
You gain 0.25 gold from the transmogrification of quiver of ash arrows (21/21, 22-30 power, 7 apr).
You gain 4.18 gold from the transmogrification of thought-forged steel greatmaul of dampening (27-40 power, 2 apr).
You gain 1.55 gold from the transmogrification of chilling steel battleaxe of massacre (32-48 power, 2 apr).
You gain 1.00 gold from the transmogrification of acidic steel battleaxe (22-32 power, 2 apr).
You gain 3.40 gold from the transmogrification of shimmering ash magestaff of power (15-18 power, 3 apr, lightning element).
You gain 1.30 gold from the transmogrification of shielding rune (absorb 102; dur 5; cd 14).
You gain 2.16 gold from the transmogrification of blink rune of the wizard (range 4; phase 15; cd 13).
You gain 1.70 gold from the transmogrification of blink rune (range 3; phase 14; cd 14).
There is a next level here (press '' or right click to use).
Your summoned 3-headed hydra disappears.
Space around you starts to dissolve...
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 37 turns (stop reason: saving).
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.