










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | 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:
Items Vault 1.6.0Donators/Buyers bonus! 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.
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:
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 Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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 | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 29 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinawyn the bandit at level 15 on the 6th Flare 122nd year of Ascendancy at 02:17 0 / 7Killed by Xanyvea the void horror at level 25 on the 19th Haze 122nd year of Ascendancy at 21:26 Killed by Adebremira the ultimate telugoroth at level 29 on the 37th Haze 122nd year of Ascendancy at 13:23 Killed by Adita the telugoroth at level 29 on the 37th Haze 122nd year of Ascendancy at 19:22 Killed by Yvyna the ultimate telugoroth at level 29 on the 37th Haze 122nd year of Ascendancy at 22:32 Killed by Zubemina the teluvorta at level 29 on the 38th Haze 122nd year of Ascendancy at 01:20 Killed by Zubemina the teluvorta at level 29 on the 38th Haze 122nd year of Ascendancy at 03:09 |
Primary Stats
| Strength | 52 (base 12) |
| Dexterity | 46 (base 12) |
| Constitution | 52 (base 12) |
| Magic | 67 (base 45) |
| Willpower | 66 (base 42) |
| Cunning | 75 (base 39) |
Resources
| Mana | 509/509 |
| Equilibrium | 120 |
| Vim | 136/182 |
| Life | -1209/657 |
| Steam | 0/100 |
| Stamina | 314/314 |
| Psi | 0/333 |
| Healing Factor | 1.103783783784 |
| Regeneration | 12.41756756757 |
Speed
| Mental | -25% |
| Attack | -25% |
| Movement | -86.666666666667% |
| Spell | -25% |
| Global | +79.620251140833% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
Offense: Barehand
| Damage | 104 |
| Accuracy | 55 |
| Crit Chance | 26% |
| APR | 6 |
| Speed | 1.07 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 24% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 24% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| Physical | +8% |
| Acid | +8% |
| Nature | +11% |
| Lightning | +4% |
| Darkness | +6% |
| Arcane | +18% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Acid | +10% |
| Fire | +15% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 47 (30%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 5 |
| Physical Save | 28.14 |
| Spell Save | 34.3 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 46%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 12%( 70%) |
| Darkness | + 30%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Teleport Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.3 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 43 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 5 darkness, 3 blight, 4 cold, 5 light |
| Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 40 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 356 damage for 3 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.3 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 66 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -696 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2674 life, 30 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Infestation |
| talent | Mitosis |
| talent | Charged Shield |
| talent | Crippling Poison |
| talent | Apply Poison |
| talent | Thermal Shield |
| talent | Elemental Harmony |
| talent | Premonition |
| talent | Numbing Poison |
| talent | Beyond the Flesh |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 25%. Cripple |
| detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 39% and slowing it by -8% Overwhelming Fear |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| detrimental effect | Huge cut that bleeds, doing 46.80 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
| beneficial effect | Keeps you from dying even if your life drops to -1207 Heroism |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 108.28 fire damage, and talent cooldowns are increased by 116% plus 1 turn. Burning Hex |
| beneficial effect | Reduces fire damage received by 17%. Premonition Shield |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target purifies all diseases and poisons, turning them into healing effects. Waters of Life |
| beneficial effect | The target is protected by a prismatic shield blocking many instances of damage. Remaining: 5 acid, 3 darkness, 3 blight, 4 cold, 5 light Prismatic Shield |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| detrimental effect | The gloom has stunned the target, reducing damage by 50%, putting 4 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned by the gloom |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| detrimental effect | The target is confused, acting randomly (chance 43%) and unable to perform complex actions. Confused |
| detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 17. Exposed |
| detrimental effect | The target has been splashed with acid, taking 3.00 acid damage per turn, reducing armour by 2 and attack by 2. Acid Splash |
| detrimental effect | Reduces your three highest stats by 14. Regression |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| detrimental effect | The target is poisoned, taking 129.86 nature damage per turn. Deadly Poison |
| beneficial effect | Increases global speed by 12%. Elemental Harmony |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-30% global speed). Solipsism |
| detrimental effect | The target is hexed, granting it 45% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target is on fire, taking 31.64 fire damage per turn. Burning |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 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
| Psionic focus | 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. |
| Light source | brass lantern 'Pitchblow'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil +3 Cun +2 Con dps ---------- Dmg.mod +6% mind +6% darkness Res.pen +10% mind ----- def ----- Crit.dmg- 5.00% ---------- misc 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 | Unlightmaim (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +6 Con +11 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +18% arcane +3% acid Res.pen +20% darkness +10% acid On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Defense +3 (+1 eff.) Resists +6% darkness Spell.save +10 (+4 eff.) ---------- misc Mana/turn +1.90 Mana/ret +1.00 Max.mana +81.00 Manaflow: Puts all charms on 40 cooldown Level 1.3 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | overpowered yew totem of healing [power 374] (16.5/21 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 374 Puts all charms on 21 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +51.00 HP.reg +8.00 Heal.mod +12% Rings can have magical properties. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | blurring rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Defense +9 (+3 eff.) Stealth +12 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
| Main armor | Gloreriwe the drakeskin leather armour (34 def, 15 armour)9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +6 Str +3 Wil +4 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +15 Defense +34 (+11 eff.) Fatigue +8% Resists +18% lightning +6% physical +11% darkness +3% light +6% temporal Spell.save +3 (+1 eff.) Mind.save +25 (+8 eff.) ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| On feet | Polith (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +2 Mag +5 Wil +4 Cun +7 Lck ----- def ----- Armour +3 Stealth +8 ---------- misc Psi/ret +0.16 Light +1 A pair of boots made of leather. |
| On hands | Glorann the hardened leather gloves (0 def, 10 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Melee+ 11 lightning 7 acid Dmg.mod +4% lightning +5% acid Apr +3 ----- def ----- Armour +10 Resists +6% lightning +6% acid Mind.save +7 (+2 eff.) Max.HP +51.00 ---------- misc Stam/turn +1.00 Unarmed combat: Power 23.0 - 25.3 Physical Uses 43% Wil, 83% Cun Acc+ +0.3% crit chance (max 25%) Acc +5 Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +5 lightning +6 acid On Hit: 10% Battle Shout 3 On Hit: 10% Lightning Breath 3 On Hit: 10% Corrosive Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Cloak | Pusclamor (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Wil +5 Cun dps ---------- Dmg.mod +3% nature Res.pen +15% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 40 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 198; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 329; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the wizard (absorb 98; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 51 Travel.spd 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 98 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 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: Explosive 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. |
3 schematic: Frost 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. |
2 schematic: Headlamp0.1 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: Iron Grip0.1 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: Kinetic Stabiliser0.1 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: 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: Saw 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. |
2 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: Steamsaw0.1 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: Water 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. |
protective copper amulet of healing0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +5 (+1 eff.) Res.Cap +3% all Phys.save +11 (+5 eff.) Heal.mod +12% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 281 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Olystir the Cloudglory0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +1 Dex +3 Mag +7 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee Ret 4 lightning ---------- misc See.Invis +3 Rings can have magical properties. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Generate a personal shield that absorbs up to 230 damage and damages attackers striking the wearer for 7 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
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. |
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 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.9 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 43% Wil, 83% 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
120 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. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Matty Mew the Cornac Adventurer level 15
4th Dusk 122nd year of Ascendancy at 05:07 see stats
Earth Master (Madness (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Matty Mew the Cornac Adventurer level 28
36th Haze 122nd year of Ascendancy at 06:37 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Matty Mew the Cornac Adventurer level 21
74th Dusk 122nd year of Ascendancy at 00:59 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Matty Mew the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 04:41 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Matty Mew the Cornac Adventurer level 20
53rd Dusk 122nd year of Ascendancy at 14:15 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Matty Mew the Cornac Adventurer level 17
46th Dusk 122nd year of Ascendancy at 13:33 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Matty Mew the Cornac Adventurer level 8
1st Mirth 122nd year of Ascendancy at 10:29 see stats
The Right thing to do (Madness (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Matty Mew the Cornac Adventurer level 22
76th Dusk 122nd year of Ascendancy at 08:32 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Matty Mew the Cornac Adventurer level 16
38th Dusk 122nd year of Ascendancy at 20:00 see stats
Thralless (Madness (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Matty Mew the Cornac Adventurer level 22
75th Dusk 122nd year of Ascendancy at 06:11 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Matty Mew the Cornac Adventurer level 23
9th Haze 122nd year of Ascendancy at 03:32 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Matty Mew the Cornac Adventurer level 13
10th Mirth 122nd year of Ascendancy at 21:17 see stats
Log
Glorith the ultimate teluvorta hits Ghast for 312 fire damage.
Glorith the ultimate teluvorta hits Matty Mew for (35 to psi shield), 3 to psi, 34 fire (37 total damage).
Glorith the ultimate teluvorta hits Bloated ooze for 216 fire damage.
Ghast hits Matty Mew for (6 to prism), 0 physical (0 total damage).
Melee retaliation hits Ghast for 7 fire damage.
Melee retaliation hits Porira the ultimate teluvorta for (6 to time), 0 fire, (6 to time), 0 fire (0 total damage).
Porira the ultimate teluvorta hits Matty Mew for (87 to prism), 0 physical, (33 to psi shield), (49 to prism), 0 darkness, (142 to prism), 0 physical, (33 to psi shield), (49 to prism), 0 darkness (0 total damage).
Ultimate telugoroth casts Rethread.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 47.
Yvyna the ultimate telugoroth activates a prepared device.
Matty Mew shares damage with his oozes!
Glorith the ultimate teluvorta killed Bloated ooze!
Ultimate telugoroth hits Matty Mew for 64 temporal damage.
Ultimate telugoroth hits Carrion worm mass for 225 temporal damage.
Ultimate telugoroth hits Bloated ooze for 175 temporal damage.
Ultimate telugoroth hits Eilinurama the ultimate telugoroth for 81 temporal damage.
Ultimate telugoroth killed Bloated ooze!
Ultimate telugoroth killed Carrion worm mass!
Eilinurama the ultimate telugoroth performs a melee critical strike against Matty Mew!
Matty Mew shares damage with his oozes!
Melee retaliation hits Eilinurama the ultimate telugoroth for 3 fire damage.
Eilinurama the ultimate telugoroth hits Matty Mew for 22 temporal damage.
Glynn the telugoroth performs a melee critical strike against Matty Mew!
Glynn the telugoroth performs a melee critical strike against Matty Mew!
Yvyna the ultimate telugoroth casts Rethread.
Yvyna the ultimate telugoroth's spell attains critical power!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 44.
Telugoroth resists the swap!
Zubemina the teluvorta activates his wand!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 34.





























































































