










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 | 19 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by Adedhebeth the copperhead snake at level 16 on the 59th Haze 122nd year of Ascendancy at 08:56 0 / 6Killed by Silabeth the sandworm at level 17 on the 76th Haze 122nd year of Ascendancy at 02:14 Killed by Saloth the thief at level 18 on the 79th Haze 122nd year of Ascendancy at 13:51 Killed by Isobeth the giant acid ant at level 19 on the 10th Decay 122nd year of Ascendancy at 16:23 Killed by Layireda the giant blue ant at level 19 on the 2nd Wintertide 123rd year of Ascendancy at 01:53 Killed by Assassin Lord at level 19 on the 26th Regrowth 123rd year of Ascendancy at 10:24 |
Primary Stats
| Strength | 47 (base 12) |
| Dexterity | 50 (base 12) |
| Constitution | 49 (base 12) |
| Magic | 55 (base 35) |
| Willpower | 48 (base 26) |
| Cunning | 62 (base 32) |
Resources
| Life | -87/528 |
| Mana | 350/350 |
| Stamina | 269/269 |
| Psi | 0/238 |
| Healing Factor | 0.57591116645898 |
| Regeneration | 37.094438231623 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 75 |
| Accuracy | 48 |
| Crit Chance | 25% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +6% |
| Temporal | +9% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31 (45%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 9 |
| Physical Save | 35 |
| Spell Save | 30 |
| Mental Save | 35 |
Defense: Resistances
| Blight | + 10%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 20%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 9%( 70%) |
| Mind | + 17%( 70%) |
| Fire | + 10%( 70%) |
| Lightning | + 27%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Pinning Resistance | 70% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 106 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 279 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Pugilism | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Effects
| talent | Striking Stance |
| talent | Shielding |
| talent | Arcane Shield |
| talent | Thermal Shield |
| talent | Beyond the Flesh |
| talent | Chant of Fortress |
| 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 |
| beneficial effect | A flow of life spins around the target, regenerating 54.16 life per turn. Regeneration |
| detrimental effect | The target is poisoned, taking 126.10 nature damage per turn. Healing received is reduced by 82%. Damage dealt is reduced by 23%. Deadly Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-20% global speed). Solipsism |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | The target is in the middle of a combo chain and has earned 4 combo points. 4 Combo |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 abandoned injured seer to death. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Gada the warg. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You abandoned lost warrior to death. Escort: lost warrior (level 4 of Old Forest) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of luminous horror dust. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| Psionic focus | 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. |
| Light source | Hellsstalker the brass lantern2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% temporal Melee Ret 10 fire 4 temporal ----- def ----- Resists +5% cold +5% arcane +6% temporal Def/telep +26 Res/telep +27% Dur/telep +27% ---------- 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 | Murkburst the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Spell.crit +1% Mind.pwr +3 (+1 eff.) Res.pen +10% darkness ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 15.00% ---------- misc Light +2 A hat made of leather. Very stylish. |
| Tool | Oliroddarath the elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +5.00% On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ---------- misc Max.vim +40.00 Sting an enemy dealing 36 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +4 Str +2 Dex +5 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Fatigue -4% Resists +6% fire Crit.dmg- 15.00% Max.HP +40.00 HP.reg +7.00 Heal.mod +13% ---------- misc Max.enc +22 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? |
| On fingers | titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
| Around waist | Skybait the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +5 Lck dps ---------- Dmg.mod +9% lightning Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +9% lightning +9% mind Stealth +6 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
| Main armor | Starbraid the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Melee Ret 2 light ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% lightning +10% light +6% blight +5% mind +11% darkness Mind.save +12 (+6 eff.) A suit of armour made of leather. |
| On feet | Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| On hands | Gleamrune the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light Res.pen +20% light Melee Ret 6 light 4 darkness ----- def ----- Armour +2 Fatigue +3% Resists +3% light +12% cold HP.reg +1.00 ---------- misc Stam/turn +1.10 Max.stam +10.00 Unarmed combat: Power 18.0 - 25.2 Physical Uses 35% Wil, 75% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Cloak | spellcowled linen cloak of backstabbing (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Wil +2 Mag dps ---------- Crit.mult +11.00% Acc +5 (+1 eff.) Apr +5 ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+3 eff.) Stealth +6 ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Cyrunne the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Crit.mult +15.00% Mov.spd +10% Melee Ret 6 physical ----- def ----- Defense +10 (+4 eff.) Fatigue -4% Die.at -80.00 life HP.reg +2.00 ---------- misc Stam/turn +0.40 Max.stam +10.00 Amulets can have magical properties. |
Inventory
steam generator implant of the wizard (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Antimagic 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: 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. |
schematic: Fireproof Coating0.1 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: Flash Powder0.1 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: Mental Stimulator0.1 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: Pain Suppressor 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: 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. |
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: Spring Grapple0.1 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: White Light Emitter0.1 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. |
Cloudcrypt0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +20% lightning ----- def ----- Resists +20% cold +14% fire +5% arcane +6% nature Amulets can have magical properties. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Tureleg'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +5 Dex +1 Mag ----- def ----- Defense +9 (+4 eff.) Stealth +6 A belt that goes around your waist. |
Ragylentir (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Mind.crit +2% ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of iron boots of strife (0 def, 3 armour)3.0 T1 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Wil +1 Cun +3 Con dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% physical ----- def ----- Armour +3 Fatigue +2% Phys.save +11 (+5 eff.) Mind.save +10 (+5 eff.) Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +5% fire Unarmed combat: Power 11.0 - 12.1 Physical Uses 35% Wil, 75% Cun Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Crit.r2 +5 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's rough leather hat of dexterity (+2) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A hat made of leather. Very stylish. |
3 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. |
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. |
2 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. |
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. |
112 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. |
Polewyn2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex +1 Wil ----- def ----- Resists +3% acid +3% light +6% darkness Crit.dmg- 10.00% ---------- misc Light +6 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. |
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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Nerabeth the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Res.pen +20% mind Acc +3 (+1 eff.) Melee Ret 2 mind 2 acid ----- def ----- Resists +3% mind ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Matty Mew the Cornac Adventurer level 10
26th Haze 122nd year of Ascendancy at 05:37 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Matty Mew the Cornac Adventurer level 7
20th Haze 122nd year of Ascendancy at 08:11 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Matty Mew the Cornac Adventurer level 17
72nd Haze 122nd year of Ascendancy at 16:18 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Matty Mew the Cornac Adventurer level 11
32nd Haze 122nd year of Ascendancy at 09:35 see stats
Log
Matty Mew converts some damage to Psi!
Deadly Poison from Assassin Lord hits Matty Mew for (15 flat reduction), 26 to psi, 45 nature (71 total damage).
Bandit is less vulnerable.
Assassin Lord casts Shadow Veil.
Assassin Lord is covered in a veil of shadows!
Matty Mew converts some damage to Psi!
Melee retaliation hits Assassin Lord for 1 temporal, 2 light, 1 darkness, 3 fire, 0 mind, 2 physical, 1 temporal, 2 light, 1 darkness, 3 fire, 1 mind, 2 physical (19 total damage).
Assassin Lord hits Matty Mew for (37 to psi shield), (15 flat reduction), 9 to psi, 29 darkness, (9 to psi shield), (14 flat reduction), 0 darkness, (19 to psi shield), (15 flat reduction), 1 to psi, 13 cold, (28 to psi shield), (15 flat reduction), 27 darkness, (9 to psi shield), (14 flat reduction), 0 darkness (78 total damage).
Shadowblade misses Matty Mew.
Melee retaliation hits Shadowblade for 1 temporal, 2 light, 1 darkness, 2 fire, 1 mind, 2 physical (9 total damage).
Shadowblade hits Matty Mew for (15 flat reduction), 9 physical, (6 to psi shield), (9 flat reduction), 0 darkness (9 total damage).
Matty Mew deactivates Charged Shield.
A psionic shield forms around Matty Mew.
Matty Mew hits Assassin Lord for (18 parried), 10 physical, 18 darkness (27 total damage).
Shadowblade misses Matty Mew.
Shadowblade misses Matty Mew.
Matty Mew is no longer pinned.
Talent Arcane Reconstruction is ready to use.
Talent Matter is Energy is ready to use.
Talent Combination Kick is ready to use.
Deadly Poison from Assassin Lord hits Matty Mew for (15 flat reduction), (81 absorbed), 0 nature (0 total damage).
Bandit regains their energy.
Shadowblade regains their energy.
Shadowblade's aura of power vanishes.
Shadowblade stops regenerating health quickly.
Assassin Lord performs a melee critical strike against Matty Mew!
Assassin Lord performs a melee critical strike against Matty Mew!
Your shield crumbles under the damage!
The psionic shield around Matty Mew crumbles.











































































