







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | S&M Training 1.0.0Allows training of Staff Combat from the staff carver in Elvala, and Mindstar Mastery at Night's Star in Shatur. 50 gold buys the tree locked at 1.0, 750 gets it unlocked. Classes who start with the tree locked can pay 750 to unlock it at their mastery level (this may change depending on feedback.) Additionally, the Potion of Martial Prowess in the Infinite Dungeon grants both Staff Combat and Mindstar Mastery as locked trees at 1.0 mastery. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Proper Possession 1.5.0
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.5.0Official Expansion!ZOmnibus Addon Pack 1.5.0Combines 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: Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.5.0Donators/Buyers bonus! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This 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 Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 6 / 53% |
| Size | big |
| Lifes / Deaths | no deaths recorded 3 / 0 |
Primary Stats
| Strength | 17 (base 14) |
| Dexterity | 11 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 14 (base 12) |
| Willpower | 20 (base 22) |
| Cunning | 14 (base 12) |
Resources
| Psi | 110/110 |
| Vim | 115/120 |
| Life | 186/186 |
| Stamina | 140/140 |
| Steam | 100/100 |
| Healing Factor | 1.0164835164835 |
| Regeneration | 0.25412087912088 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 23 |
| Crit Chance | 3% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 2% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 4 |
| Physical Save | 10 |
| Spell Save | 11 |
| Mental Save | 11 |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| 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 100 damage for 5 turns. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. |
Class Talents
| Psionic / Battle psionics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Body snatcher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic blows | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Possession | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| In main hand | iron steamsaw (10.5-15.75 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +11 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% ---------- misc Talents +3 Flame Bolts +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Inventory
medical injector implant (efficiency 83% / cooldown 100%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 83% efficiency and cooldown mod of 100%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 84% / cooldown 97%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 84% efficiency and cooldown mod of 97%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 61)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 61 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (643% regen over 10 turns; 32 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 643% for 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew vilestaff of illumination (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +3% Crit.mult +12.00% Spell.pwr +9 (+7 eff.) Dmg.mod +20% darkness On Hit (Melee): * 10% chance to blind ----- def ----- Defense +7 (+7 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 34.01 light damage. Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe of erosion (29.5-44.25 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Nature Power 29.5 - 44.3 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 nature +14 temporal Massive two-handed battleaxes. |
insidious dwarven-steel battleaxe (29.5-44.25 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Nature Power 29.5 - 44.3 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 insidious poison Massive two-handed battleaxes. |
hateful dwarven-steel greatmaul (43.5-65.25 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Psionic Power 43.5 - 65.3 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +9 darkness Against +12% Living Massive two-handed mauls. |
iron greatsword (14.5-23.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 14.5 - 23.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
dwarven-steel greatsword 'Firesnake' (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 lightning On Hit: * Random elemental explosion * 25% chance for lightning to arc to a second target While equipped: Stats +5 Str dps ---------- Phys.pwr +4 (+3 eff.) Dmg.mod +12% physical Res.pen +14% acid +26% fire +13% lightning +13% cold Acc +10 (+5 eff.) ----- def ----- Phys.save +12 (+11 eff.) ---------- misc Stam/ret +2.00 Massive two-handed swords. |
chilling stralite mace of erosion (38.5-53.9 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego] Arcane/Nature Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +9 temporal +10 nature +15 cold Blunt and deadly. |
flaming steel waraxe (15.5-21.7 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire One-handed war axes. |
dwarven-steel dagger of dampening (17.5-22.75 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Disrupt Power 17.5 - 22.8 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: ----- def ----- Resists +8% acid +11% fire +8% lightning +7% cold Spell.save +7 (+7 eff.) Sharp, short and deadly. |
dwarven-steel dagger of massacre (22.5-29.25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 22.5 - 29.3 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
flaming dwarven-steel dagger of paradox (21.5-27.95 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 21.5 - 27.9 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 temporal On Hit.r1 +5 fire While equipped: dps ---------- Melee Ret 6 temporal ----- def ----- Resists +8% temporal Sharp, short and deadly. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) 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. |
mossy mindstar (2-2.2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of the jelly (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 eff.) Dmg.mod +3% acid ---------- misc Equi/ret +0.60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of clarity (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 8.5 - 9.4 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +7.00% Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +4 (+4 eff.) ---------- misc Max.psi +25.00 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. |
horrifying thorny mindstar of the jelly (7-7.7 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 7.0 - 7.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% acid +4% mind +5% darkness Melee Ret 2 mind 5 darkness ---------- misc Equi/ret +0.50 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. |
iron steamsaw (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Buleg the Pitchqueen (22-33 power, 14 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Rare] Master/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam While equipped: Stats +4 Str +2 Wil +2 Con ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +8% Resists +20% darkness +14% physical ---------- misc Telepathy Demon/Minor Demon/Major Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Nacrush's Decimator4.0 T3 steamgun 1H weapon Reqs Str 25,Dex 30 [Unique] Steamtech Acc+ +0.1% dam / acc Apr +25 Atk.spd 100% Dmg.mult 120% Range +5 Proj.spd +600% Uses 2.0 Steam Knocks you back when fired. Nacrush was known for a tendency towards overkill. |
mighty dwarven-steel steamgun of power4.0 T3 steamgun 1H weapon Reqs Dex 24 [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+5 eff.) Dmg.mod +14% physical Res.pen +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of iron shots (16/16, 16.5-19.8 power, 1 apr)3.0 T1 shot ammo [Normal] Power 16.5 - 19.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots of wind (20/20, 29.5-35.4 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Nature/Master Power 29.5 - 35.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 20 Proj.spd +200% Ranged+ +5 bleed On Hit: * 10% chance to create an air burst On Crit: * wounds the target for 7 turns: 8 bleeding, 38% reduced healing Shots are used with slings to pummel your foes to death. |
iron shield (4 def, 2 armour, 15.5 block)7.0 T1 shield armor Reqs Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 18.5 block)7.0 T1 shield armor Reqs Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
icy dwarven-steel shield of cold resistance (+15%) (8 def, 2 armour, 75 block)7.0 T3 shield armor Reqs Str 24 Heavy Armour Training 2 [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 cold Melee Ret 10 ice ----- def ----- Armour +2 Defense +8 (+8 eff.) Rng.Def +8 (+8 eff.) Fatigue +12% Resists +15% cold ---------- misc Talents +3 Block Handheld deflection devices. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Dmg.mod +10% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
cashmere robe of corrosion (+19%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% acid ----- def ----- Defense +2 (+2 eff.) Resists +19% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Talin the cured leather armour (2 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Resists +18% darkness +5% physical +6% nature +18% cold HP.reg +2.80 Blind- +5% ---------- misc Stam/turn +0.50 Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
prismatic hardened leather armour of spell shielding (3 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Resists +12% light +12% darkness +6% arcane Spell.save +13 (+11 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour (3 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% HP.reg +4.80 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Str 28 [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +16% HP.reg +2.30 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of protection (2 def, 7 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +2 (+2 eff.) Resists +13% cold Spell.save +7 (+7 eff.) Mind.save +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Emelalle the dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Rare] Disrupt While equipped: dps ---------- Crit.mult +12.00% Melee Ret 4 physical On Hit (Melee): * 30% chance to corrode armour by 30% On Melee Ret: * 20% chance to reduce effective powers by 20% * 21 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+10 eff.) Die.at -40.00 life Max.HP +20.00 ---------- misc Stam/turn +0.60 Metal gloves protecting the hands up to the middle of the lower arm. |
insulating cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+2 eff.) Resists +8% fire +11% cold A pointy cloth hat, very wizardly... |
spellwoven cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +2 (+2 eff.) ----- def ----- Defense +2 (+2 eff.) ---------- misc Mana/turn +0.15 A pointy cloth hat, very wizardly... |
hardened leather cap 'Camonarirak' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Wil dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Fatigue +3% Resists +10% blight +5% temporal +8% lightning Mind.save +10 (+9 eff.) ---------- misc Mana/turn +0.04 Mana/s.crit +3.00 A cap made of leather. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Achievements
Log
Morpheus "The Ascended" uses Possess.
Cyrimina the last hope guard's mind is convulsing.
Morpheus "The Ascended" shatters Cyrimina the last hope guard's mind and takes possession of its body.
You feel a surge of power as a powerful creature falls nearby.
Welcome to level 6 [Morpheus "The Ascended"].
Morpheus "The Ascended" has 6 stat point(s), 3 class talent point(s), 2 generic talent point(s) to spend. Press p to use them.
Morpheus "The Ascended" picks up (f.): cruel yew vilestaff of illumination (20-24 power, 4 apr, darkness element).
Morpheus "The Ascended" picks up (r.): horrifying thorny mindstar of the jelly (7-7.7 power, 24 apr, mind damage).
Morpheus "The Ascended" picks up (g.): dwarven-steel battleaxe of erosion (29.5-44.25 power, 2 apr).
Morpheus "The Ascended" picks up (F.): prismatic hardened leather armour of spell shielding (3 def, 6 armour).
Morpheus "The Ascended" picks up (P.): hardened leather cap 'Camonarirak' (0 def, 3 armour).
Morpheus "The Ascended" picks up (D.): cashmere robe of corrosion (+19%) (2 def, 0 armour).
Morpheus "The Ascended" picks up (o.): flaming dwarven-steel dagger of paradox (21.5-27.95 power, 7 apr).
Morpheus "The Ascended" picks up (o.): dwarven-steel dagger of massacre (22.5-29.25 power, 7 apr).
Human citizen is asphyxiating!
Morpheus "The Ascended" casts Demon Seed.
Morpheus "The Ascended" misses Human citizen.
Talent Demon Seed is ready to use.
Talent Possess is ready to use.
You don't see how to get there...
Connection to online server lost, trying to reconnect.
Connection to online server established.
































































