












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! 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 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 of Rage 1.5.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Wyrmic |
| Level / Exp | 19 / 5% |
| Size | small |
| Lifes / Deaths | Killed by thief at level 7 on the 79th Pyre 122nd year of Ascendancy at 17:09 0 / 6Killed by shadow at level 11 on the 10th Flare 122nd year of Ascendancy at 17:39 Killed by elven corruptor at level 13 on the 30th Dusk 122nd year of Ascendancy at 22:33 Killed by elven corruptor at level 13 on the 30th Dusk 122nd year of Ascendancy at 23:51 Killed by skeleton mage at level 19 on the 6th Regrowth 123rd year of Ascendancy at 09:51 Killed by Saluyawen the skeleton magus at level 19 on the 6th Regrowth 123rd year of Ascendancy at 11:04 |
Primary Stats
| Strength | 14 (base 17) |
| Dexterity | 14 (base 10) |
| Constitution | 37 (base 30) |
| Magic | 10 (base 10) |
| Willpower | 67.896 (base 46) |
| Cunning | 28.896 (base 10) |
Resources
| Life | -142/667 |
| Equilibrium | 106 |
| Healing Factor | 1.1956521739131 |
| Regeneration | 13.72447064683 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -26.406132389683% |
| Spell | 0% |
| Global | +102% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
| See Stealth | 8 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 55 |
| Crit Chance | 14% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 55 |
| Crit Chance | 14% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Nature | +5% |
| Darkness | +9% |
| Cold | +15% |
| Fire | +7% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Fire | +9% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 24.977520129295 (30%) |
| Defense | 29 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 32 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 30%( 70%) |
| Cold | + 66%( 70%) |
| All | + 30%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 38%( 70%) |
| Mind | + 40%( 70%) |
| Darkness | + 36%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Pinning Resistance | 41% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Poison Resistance | 20% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 347 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Psiblades |
| talent | Icy Skin |
| talent | Elemental Harmony |
| detrimental effect | The target is on fire, taking 28.50 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
| detrimental effect | An arcane vortex followes the target. Each turn a manathrust fires from it to a random foe in sight doing 37.47 arcane damage to all. If no foes are found the main target takes 50% more arcane damage this turn. If the target dies the remaining damage is deal as a radius 2 ball of arcane. Arcane Vortex |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Reduces all incoming fire, cold, light, arcane damage by 87. Thermal Psionic Shield |
| detrimental effect | The target is on fire, taking 77.85 fire damage per turn. Burning |
| beneficial effect | The target ignores pain, reducing all damage taken by 26%. Pain Suppression |
| beneficial effect | A flow of life spins around the target, regenerating 11.23 life per turn. Regeneration |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 8 defense. Evasion |
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. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Willpower by +1. | 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 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. * 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. | 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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 ice ant stinger. * You've found the needed hummerhorn wing. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * '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.' * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | Glimmerhue the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn * 30% chance to blind ----- def ----- Resists +9% acid Spell.save +12 (+6 eff.) Mind.save +5 (+2 eff.) ---------- misc Light +2 See.Stealth +8 See.Invis +7 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 | rough leather cap 'Poliriassra' (9 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Fatigue +1% Resists +3% darkness Die.at -60.00 life Pinning- +20% ---------- misc Infravis +2 A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Tool | dwarven-steel torque of thermal psionic shield [power 87] (20/20 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 87 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 7.72 cold and 6.71 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | stabilizing copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% temporal Pinning- +21% Knockbk- +20% Amulets can have magical properties. |
| In main hand | creative thorny mindstar of resolve (9-9.9 power, 40 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.0 - 9.9 Nature Uses 69% Wil, 34% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +10 (+4 eff.) ----- def ----- Phys.save +5 (+2 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. |
| Around waist | Gykira1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +3% blight +6% darkness +3% light Mind.save +3 (+1 eff.) Max.HP +31.00 Silence- +10% Knockbk- +20% A belt that goes around your waist. |
| In off hand | parasitic thorny mindstar of flames (9-9.9 power, 40 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic This natural fire should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Power 9.0 - 9.9 Mind Uses 69% Wil, 34% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) All.spd +2% Dmg.mod +7% fire Res.pen +9% fire Melee Ret 6 fire ----- def ----- Resists +7% fire HP.leech%% +8% HP.leech +10% ---------- misc Hate/m.crit +2.00 Max.hate +5.00 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. |
| Cloak | linen cloak 'Flashguile' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness +6% lightning Res.pen +20% darkness Melee Ret 8 lightning ----- def ----- Defense +7 (+3 eff.) Resists +3% lightning Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Yeek-fur Robe (9 def, 3 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +5% mind ----- def ----- Armour +3 Defense +9 (+4 eff.) Resists +15% mind +20% cold Mind.save +20 (+7 eff.) A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
Inventory
wild infusion of the wizard (resist 14%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shimmering ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.10 Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bethebrethra the steel longsword (14.5-20.3 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 temporal While equipped: dps ---------- Acc +2 (+1 eff.) Melee Ret 8 temporal ----- def ----- Armour +6 Resists +9% temporal +2% physical Die.at -60.00 life Heal.mod +10% Sharp, long, and deadly. |
steel dagger 'Belochak' (13.5-17.55 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Arcane Power 13.5 - 17.6 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 acid On Crit: * splashes the target with acid While equipped: Stats +3 Wil dps ---------- Mind.crit +2% S.pwr/crit +4 Dmg.mod +9% mind ---------- misc Equi/ret +0.08 Psi/ret +0.16 Sharp, short and deadly. |
steady cured leather sling of dampening4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Disrupt/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: dps ---------- Phys.crit +1.0% Acc +7 (+3 eff.) ----- def ----- Resists +9% acid +8% fire +9% cold +8% lightning Spell.save +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
cured leather armour of fire resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +17% fire A suit of armour made of leather. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% HP.reg +2.50 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
spiked steel plate armour of temporal resistance (4 def, 9 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +17% temporal A suit of armour made of metal plates. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
9 agate0.0 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. |
6 spinel0.0 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. |
7 ametrine0.0 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. |
6 zircon0.0 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. |
4 aquamarine0.0 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. |
5 opal0.0 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. |
2 topaz0.0 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. |
4 amethyst0.0 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. |
2 onyx0.0 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. |
garnet0.0 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. |
2 quartz0.0 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. |
68 alchemist agate0.0 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 19.06 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 19.06 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Omiksar the Halfling Wyrmic level 16
64th Haze 122nd year of Ascendancy at 14:04 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Omiksar the Halfling Wyrmic level 12
12nd Dusk 122nd year of Ascendancy at 18:43 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Omiksar the Halfling Wyrmic level 16
64th Haze 122nd year of Ascendancy at 13:33 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Omiksar the Halfling Wyrmic level 10
3rd Flare 122nd year of Ascendancy at 01:17 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Omiksar the Halfling Wyrmic level 16
64th Haze 122nd year of Ascendancy at 14:04 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Omiksar the Halfling Wyrmic level 13
31st Dusk 122nd year of Ascendancy at 01:24 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Omiksar the Halfling Wyrmic level 9
4th Mirth 122nd year of Ascendancy at 13:11 see stats
Log
Omiksar tries to evade attacks.
Saluyawen the skeleton magus hits Omiksar for 194 arcane damage.
Burning Shock from Saluyawen the skeleton magus hits Omiksar for 25 fire damage.
Arcane Vortex from Saluyawen the skeleton magus hits Omiksar for 46 arcane damage.
Omiksar leeches life from Saluyawen the skeleton magus!
Omiksar receives 10 healing from Saluyawen the skeleton magus.
Omiksar's corrosive acid area effect hits Saluyawen the skeleton magus for 20 acid damage.
Omiksar uses Infusion: Wild.
Omiksar lessens the pain.
Omiksar is back to normal.
Saluyawen the skeleton magus receives 81 healing from Temporal Restoration Field.
Saluyawen the skeleton magus casts Flame.
Saluyawen the skeleton magus's spell attains critical power!
Omiksar is on fire!
Saluyawen the skeleton magus hits Omiksar for 182 fire damage.
Burning from Saluyawen the skeleton magus hits Omiksar for 61 fire damage.
Burning Shock from Saluyawen the skeleton magus hits Omiksar for 22 fire damage.
Arcane Vortex from Saluyawen the skeleton magus hits Omiksar for 39 arcane damage.
Skeleton master archer is corroded.
Omiksar leeches life from Skeleton master archer!
Omiksar's corrosive acid area effect hits Saluyawen the skeleton magus for 20 acid damage.
Omiksar's corrosive acid area effect hits Skeleton master archer for 22 acid damage.
Omiksar receives 11 healing from Skeleton master archer.
Omiksar uses dwarven-steel torque of thermal psionic shield!
Saluyawen the skeleton magus receives 81 healing from Temporal Restoration Field.
Saluyawen the skeleton magus casts Lightning.
Saving game...
































































































