Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.4.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.4.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Psyshot |
| Level / Exp | 20 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Mayyriassra the sandworm at level 19 on the 19th Haze 122nd year of Ascendancy at 13:14 0 / 6Killed by bloated ooze at level 19 on the 19th Haze 122nd year of Ascendancy at 14:57 Killed by mucus ooze at level 19 on the 19th Haze 122nd year of Ascendancy at 16:15 Killed by Ce'nith at level 20 on the 20th Haze 122nd year of Ascendancy at 15:09 Killed by Akto the dwarf at level 20 on the 24th Haze 122nd year of Ascendancy at 07:01 Killed by Ce'nith at level 20 on the 24th Haze 122nd year of Ascendancy at 07:06 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 48 (base 34) |
| Constitution | 10 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 49 (base 34) |
| Cunning | 52.4 (base 34) |
Resources
| Life | 325/325 |
| Positive | 106/107 |
| Psi | 139/139 |
| Healing Factor | 1.15 |
| Regeneration | 1.6675 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 7 |
| Infravision | 9 |
| See Stealth | 10 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 52 |
| Crit Chance | 20% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 52 |
| Crit Chance | 18% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 32 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 14 |
| Physical Save | 18 |
| Spell Save | 22 |
| Mental Save | 43 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (4/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 97%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 43 with a minimum range of 15. |
Class Talents
| Steamtech / Thoughts of iron | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Possessed. | 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. | 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. | 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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed wretchling eyeball. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | hateful pouch of dwarven-steel shots of accuracy (18/20, 36.5-43.8 power, 3 apr) hateful pouch of dwarven-steel shots of accuracy (18/20, 36.5-43.8 power, 3 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.5 - 43.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +11 darkness Damage against: +8% Living Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (106 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Helm of the Dwarven Emperors (0 def, 7 armour) Helm of the Dwarven Emperors (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +5 Mag / +4 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 17.67 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Mayotta (0 def, 2 armour) Mayotta (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 cold Changes resistances: +5% arcane / +7% cold Changes damage: +6% cold Only die when reaching: -20.00 life Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 2.4 Power cost: 20 out of 25/25. Range: 7 Travel Speed: 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 80% 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. |
| On fingers | psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings can have magical properties. |
| On fingers | solipsist's steel ring of blinding strikes solipsist's steel ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to blind Effects on ranged hit: * 10% chance to blind Changes stats: +5 Cun / +4 Wil Mindpower: +6 (+2 eff.) Rings can have magical properties. |
| Around neck | Baradunadur BaradunadurCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes damage: +15% blight Life regen: +1.00 Amulets can have magical properties. |
| In main hand | mighty steel steamgun of power mighty steel steamgun of powerRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +3 Str Changes resistances penetration: +8% physical Changes damage: +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | spiritwalker's rough leather belt of burglary spiritwalker's rough leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +5 Dex / +3 Mag / +4 Cun / +6 Lck Trap disarming bonus: +7 Stealth bonus: +6 Mana each turn: +0.12 Maximum mana: +23.00 Infravision radius: +3 A belt that goes around your waist. |
| In off hand | nature's thorny mindstar of the jelly (9-9.9 power, 24 apr, mind damage) nature's thorny mindstar of the jelly (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +4% nature / +4% acid Disease immunity: +13% Equilibrium when hit: +0.50 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
| Cloak | cashmere cloak 'Zerydevon' (3 def, 0 armour) cashmere cloak 'Zerydevon' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Cun / +3 Dex Grants telepathy: Humanoid/Orc Mental save: +21 (+7 eff.) Life regen: +0.20 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | volcanic cured leather armour of acid resistance (3 def, 19 armour) volcanic cured leather armour of acid resistance (3 def, 19 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +19 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 5 fire Damage when hit (Melee): 20 physical Changes resistances: +16% acid / +13% fire / +13% physical A suit of armour made of leather. |
Inventory
medical injector implant of the titan (efficiency 90% / cooldown 89%) medical injector implant of the titan (efficiency 90% / cooldown 89%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 90% efficiency and cooldown mod of 89%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
warrior's steel amulet of dexterity (+4) warrior's steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
warrior's gold amulet of healing warrior's gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +7% physical Cut immunity: +50% Stamina each turn: +0.40 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 250 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warrior's gold ring of power warrior's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +8 Changes stats: +4 Str Spellpower: +5 (+3 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 32 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
agate agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+7 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
small geode small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
simple frost salve [power 13] simple frost salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 113% efficiency and 97% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 154] simple healing salve [power 154]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 113% efficiency and 97% cooldown modifier. It can be used to heal 154, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Daimemnir (dig speed 25 turns) Daimemnir (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 8 acid Changes stats: +3 Str / +3 Dex / +1 Con Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 342/400. 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. |
dwarven-steel torque of psychoportation [power 34] (30 cooldown) dwarven-steel torque of psychoportation [power 34] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 34), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ce'nith the Cornac Psyshot level 13
21st Dusk 122nd year of Ascendancy at 01:49 see stats
Exterminator
Killed 1000 creatures.By Ce'nith the Cornac Psyshot level 17
79th Dusk 122nd year of Ascendancy at 16:01 see stats
Level 10
Got a character to level 10.By Ce'nith the Cornac Psyshot level 10
8th Mirth 122nd year of Ascendancy at 02:17 see stats
Level 20
Got a character to level 20.By Ce'nith the Cornac Psyshot level 20
20th Haze 122nd year of Ascendancy at 12:04 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ce'nith the Cornac Psyshot level 12
6th Flare 122nd year of Ascendancy at 02:46 see stats
The Arena
Unlocked Arena mode.By Ce'nith the Cornac Psyshot level 8
2nd Mirth 122nd year of Ascendancy at 15:33 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ce'nith the Cornac Psyshot level 19
17th Haze 122nd year of Ascendancy at 05:58 see stats
The secret city
Discovered the truth about mages.By Ce'nith the Cornac Psyshot level 8
3rd Mirth 122nd year of Ascendancy at 19:51 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Ce'nith the Cornac Psyshot level 19
16th Haze 122nd year of Ascendancy at 11:57 see stats
Log
Ce'nith uses Condensate.
Akto the dwarf shares damage with her oozes!
Ce'nith hits Akto the dwarf for (44 antimagic), 55 fire (55 total damage).
Akto the dwarf's corrosive nature intensifies!
Akto the dwarf's Slime Spit hits Ce'nith for (16 resist armour), 143 nature (143 total damage).
Akto the dwarf uses Eyal's Wrath.
Akto the dwarf's Eyal's Wrath drains magical energy!
Akto the dwarf's Eyal's Wrath hits Ce'nith for (16 resist armour), 30 nature (30 total damage).
Ce'nith receives 158 healing.
Akto the dwarf uses Oozebeam.
Akto the dwarf's mind surges with critical power!
Akto the dwarf's corrosive nature intensifies!
Akto the dwarf hits Ce'nith for (16 resist armour), 225 nature (225 total damage).
Ce'nith the level 20 cornac psyshot was splurged to death by Akto the dwarf on level 1 of Ambush!.
You have no more lives left.
Ce'nith deactivates Gestalt.
Ce'nith deactivates Embedded Restoration Systems.
Ce'nith deactivates his cloak's restoration systems.
Ce'nith speeds up.
Ce'nith tessellates his cloak!
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Akto the dwarf killed Ce'nith!
Ran for 2 turns (stop reason: interesting character).
Saving done.
Saving game...
