










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.6.7Official 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:
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. Forbidden Cults 1.6.7Official 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.
Better Item Description 1.6.6This 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 Embers of Rage 1.6.7Official 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:
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 22 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by Bethiremina the rogue at level 11 on the 9th Mirth 122nd year of Ascendancy at 21:08 0 / 6Killed by Isligana the rogue at level 14 on the 3rd Summertide 122nd year of Ascendancy at 09:55 Killed by multi-hued crystal at level 20 on the 45th Dusk 122nd year of Ascendancy at 23:20 Killed by Zuberelle the giant army ant at level 21 on the 48th Dusk 122nd year of Ascendancy at 12:18 Killed by Zuberelle the giant army ant at level 21 on the 48th Dusk 122nd year of Ascendancy at 16:50 Killed by Layussra the treant at level 22 on the 48th Dusk 122nd year of Ascendancy at 22:16 |
Primary Stats
| Strength | 43 (base 12) |
| Dexterity | 20 (base 12) |
| Constitution | 37 (base 12) |
| Magic | 49 (base 36) |
| Willpower | 55 (base 37) |
| Cunning | 50 (base 32) |
Resources
| Mana | 374/381 |
| Equilibrium | 30 |
| Vim | 154/154 |
| Life | -6/831 |
| Insanity | 100/100 |
| Stamina | 276/276 |
| Psi | 135/135 |
| Healing Factor | 1.6056521739131 |
| Regeneration | 48.50185154657 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +86.95652173913% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Invisible | 12 |
Offense: Barehand
| Damage | 75 |
| Accuracy | 39 |
| Crit Chance | 42% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | -22% |
| Light | -24% |
| Acid | -22% |
| Blight | -27% |
| Arcane | -24% |
| Cold | -7% |
| All | -33% |
Offense: Damage Penetration
| Blight | +5% |
| Cold | +5% |
| Light | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 36.414324704619 (56.923076923077%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 21 |
| Physical Save | 28 |
| Spell Save | 30 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 24%( 70%) |
| Nature | + 49%( 70%) |
| Blight | + 52%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 70%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 329 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Demented / Horrific body | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Cold drake aspect | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Rot | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Grappling | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Augmentation |
| talent | Shielding |
| talent | Icy Skin |
| talent | Elemental Harmony |
| talent | Infestation |
| talent | Arcane Shield |
| talent | Beyond the Flesh |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's spellpower has been increased by 3. Spellsurge |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| beneficial effect | The target is wide awake and has 20% resistance to sleep effects. Insomnia |
| detrimental effect | The target has been harassed by its stalker, reducing damage by 33%. Harassed |
| beneficial effect | Increases all resists by 4%. Elemental Harmony |
| detrimental effect | Continuously drain blood, dealing 39.37 physical damage per turn and healing the caster for half of it. Bloodstar |
| beneficial effect | 1 pustules increasing resistance by 3%. Putrescent Pustule |
| detrimental effect | The target is poisoned, taking 16.67 nature damage per turn. Poison |
| detrimental effect | Reduces global action speed by 15%. Slow |
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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Zuberelle the giant army ant. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 Shade. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 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 |
Equipment
| Psionic focus | Splendourclamor the stralite mace (36-50.4 power, 16 apr)3.0 T4 mace 1H weapon [Random Unique] Arcane/Master Power 36.0 - 50.4 Physical Uses 60% Wil Acc+ +0.2% base dam (max 20%) Apr +16 Crit +2.5% Atk.spd 100% Phasing +13% On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +9 (+3 eff.) Dmg.mod +6% light +9% arcane Res.pen +10% light Acc +6 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +24% Blunt and deadly. |
| Light source | Ulovon the Hailmarrow2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +5% mind +5% cold ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Hate/m.crit +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | drakeskin leather hat 'Neratira' (0 def, 9 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +1 Mag +1 Wil +2 Con ----- def ----- Armour +9 Fatigue +5% Resists +10% nature Spell.save +3 (+1 eff.) Max.HP +63.00 Heal.mod +15% ---------- misc Stam/ret +1.60 Equi/ret +1.10 Infravis +3 See.Invis +12 A hat made of leather. Very stylish. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Loryregotar the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +5 Wil +5 Cun +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +11% acid +6% blight Res.pen +5% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Resists +22% acid +6% blight Rings can have magical properties. |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% lightning +11% cold +3% light ----- def ----- Resists +22% lightning +22% cold +12% light ---------- misc Light +2 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| Main armor | steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| On hands | heroic dwarven-steel gauntlets (0 def, 5 armour)1.5 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Fatigue +3% Mind.save +7 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 23.5 - 32.9 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +8.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Cloak | murderer's linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Mana/turn +0.15 Max.mana +20.00 Amulets can have magical properties. |
Inventory
blink rune of the wizard (range 6; phase 25; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 410; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 410 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets can have magical properties. |
Brodikan the Dourbraid (15-18 power, 3 apr, fire element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Spell.crit +5% Phys.pwr +6 (+2 eff.) Spell.pwr +19 (+7 eff.) Melee+ 15 arcane Dmg.mod +6% darkness +15% fire Res.pen +20% darkness +10% arcane Acc +6 (+2 eff.) Melee Ret 8 darkness ----- def ----- Armour +5 Defense +6 (+3 eff.) ---------- misc Max.mana +20.00 Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Crystal Shard (16-19.2 power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+6 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Undeathnull (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +13.00% Spell.pwr +11 (+5 eff.) Dmg.mod +15% blight +15% fire +15% darkness +15% acid Res.pen +5% arcane On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +9% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
warbringer's dwarven-steel battleaxe (32.5-48.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 32.5 - 48.8 Physical Uses 72% Wil Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +9% physical ----- def ----- Disarm- +20% Massive two-handed battleaxes. |
iron greatmaul of erosion (19.5-29.25 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Nature Power 19.5 - 29.3 Physical Uses 72% Wil Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 nature Massive two-handed mauls. |
thought-forged iron greatsword of amnesia (18-28.8 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Psionic Power 18.0 - 28.8 Physical Uses 72% Wil Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +13 mind On Hit: * 17% chance to reduce all saves and defense by 28 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
Skytide (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 acid On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 55% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +5% lightning +8% cold +12% acid +6% physical ----- def ----- Defense +11 (+5 eff.) Resists +9% lightning Spell.save +12 (+6 eff.) Pinning- +23% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
stormbringer's rough leather sling of enduring4.0 T1 sling 1H weapon Reqs Shoot [Ego++] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Crit.r2 +8 lightning +7 cold While equipped: Stats +6 Con +6 Wil dps ---------- Mov.spd +21% Res.pen +7% lightning +7% cold ----- def ----- Max.HP +15.00 Slings are used to hurl stones or metal shots at your foes. |
Gayanne (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Crit.mult +20.00% Mind.pwr +3 (+1 eff.) Dmg.mod +6% arcane Phasing +30% Melee Ret 8 arcane ----- def ----- Resists +9% all Mind.save +19 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Max.HP +44.00 HP.reg +4.40 Heal.mod +12% A suit of armour made of leather. |
radiant dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Nature While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% blight +13% darkness ---------- misc Light +1 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% cold HP.reg +3.20 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
iron plate armour 'Lightningwinnow' (0 def, 7 armour)17.0 T1 massive armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +15.00% ----- def ----- Armour +7 Fatigue +22% Resists +12% lightning Max.HP +25.00 HP.reg +2.00 Heal.mod +12% ---------- misc Equi/ret +0.08 Max.psi +20.00 A suit of armour made of metal plates. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Unarmed combat: Power 13.0 - 18.2 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +10 silence Can't be worn by those with arcane powers. 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. |
dwarven-steel gauntlets 'Kindlebolt' (0 def, 2 armour)1.5 T2 hands armor [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Dmg.mod +12% light Acc +17 (+6 eff.) Apr +2 ----- def ----- Armour +2 Fatigue +3% Phys.save +19 (+9 eff.) Mind.save +5 (+2 eff.) Disarm- +37% ---------- misc Light +2 Unarmed combat: Power 19.0 - 26.6 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +8.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 19.5 - 27.3 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +6 arcane On Crit.r2 +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
2 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. |
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. |
4 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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
3 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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
177 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. |
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 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. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Mattyroo the Cornac Adventurer level 20
46th Dusk 122nd year of Ascendancy at 02:44 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Mattyroo the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 02:39 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Mattyroo the Cornac Adventurer level 20
34th Dusk 122nd year of Ascendancy at 11:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Mattyroo the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 17:02 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mattyroo the Cornac Adventurer level 18
8th Dusk 122nd year of Ascendancy at 20:49 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Mattyroo the Cornac Adventurer level 18
13rd Dusk 122nd year of Ascendancy at 07:35 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Mattyroo the Cornac Adventurer level 20
45th Dusk 122nd year of Ascendancy at 20:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Mattyroo the Cornac Adventurer level 14
3rd Summertide 122nd year of Ascendancy at 16:52 see stats
Log
Nightmare from Layussra the treant hits Mattyroo for 4 healing, 37 darkness (37 total damage) [4 healing].
Bloodstar from Layussra the treant hits Mattyroo for 4 healing, 34 physical (34 total damage) [4 healing].
Mattyroo's Beyond the Flesh hits Layussra the treant for 21 physical, 69 darkness (90 total damage).
Layussra the treant receives 16 healing from Mattyroo.
Mattyroo is free from the nightmare.
Mechanical Arms hits Carrion worm mass for 28 nature, 15 lightning (43 total damage).
Mechanical Arms hits Mattyroo for 7 nature, 1 healing, 11 lightning (17 total damage) [1 healing].
Melee retaliation hits Layussra the treant for 12 cold damage.
Nightmare from Layussra the treant hits Carrion worm mass for 41 darkness damage.
Nightmare from Layussra the treant killed Carrion worm mass!
Layussra the treant performs a melee critical strike against Mattyroo!
Layussra the treant hits Mattyroo for 6 mind, 1 healing, 11 lightning, 5 nature, 1 healing, 11 lightning (32 total damage) [2 healing].
Melee retaliation hits Layussra the treant for 13 cold, 9 cold (22 total damage).
Melee retaliation hits Mattyroo for 2 nature, 1 healing, 13 nature, 4 healing, 37 fire (52 total damage) [6 healing].
Mattyroo's defiled blood area effect hits Layussra the treant for 5 darkness damage.
Mattyroo the level 22 cornac adventurer was roasted to death by Layussra the treant on level 4 of Old Forest.
Mattyroo deactivates Beyond the Flesh.
Mattyroo deactivates Augmentation.
Mattyroo is no longer harassed.
Mattyroo stops regenerating health quickly.
Mattyroo deactivates Shielding.
Mattyroo speeds up.
Mattyroo is no longer suffering from insomnia.
Mattyroo deactivates Elemental Harmony.
Mattyroo is free from the bloodstar.
Mattyroo deactivates Arcane Shield.
Mattyroo deactivates Icy Skin.
Mattyroo stops being poisoned.
Mattyroo is no longer surging arcane power.
Mattyroo deactivates Infestation.



































































































