
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 21 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Velenn the large brown snake at level 14 on the 28th Dusk 122nd year of Ascendancy at 19:40 1 / 4Killed by Gebrevena the cold drake hatchling at level 16 on the 39th Dusk 122nd year of Ascendancy at 14:33 Killed by Islalewyn the skeleton magus at level 20 on the 69th Dusk 122nd year of Ascendancy at 10:36 Killed by Madly Tossing Ooze at level 20 on the 10th Haze 122nd year of Ascendancy at 22:11 |
Primary Stats
| Strength | 53 (base 35) |
| Dexterity | 47 (base 16) |
| Constitution | 28 (base 13) |
| Magic | 31 (base 31) |
| Willpower | 19 (base 15) |
| Cunning | 53 (base 25) |
Resources
| Mana | 265/265 |
| Life | 477/490 |
| Paradox | 355 |
| Hate | 105/107 |
| Psi | 99/99 |
| Steam | 99/100 |
| Positive | 110/110 |
| Stamina | 194/194 |
| Equilibrium | 10 |
| Healing Factor | 1.2463636363636 |
| Regeneration | 3.1782272727272 |
Speed
| Mental | +22.4% |
| Attack | 0% |
| Movement | +215.76614336187% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 55 |
| Crit Chance | 30% |
| APR | 10 |
| Speed | 0.82 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 55 |
| Crit Chance | 30% |
| APR | 10 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Physical | +32% |
| Fire | +11% |
| Mind | +5% |
| Arcane | +12% |
| Cold | +5% |
| All | 0% |
Offense: Damage Penetration
| Physical | +19% |
| Blight | +5% |
| Arcane | +10% |
| Mind | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 34 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 23 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Lightning | + 43%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 14%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Bleed Resistance | 15% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 480% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 224 damage for 4 turns. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Storm drake aspect | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Gunner training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
| talent | Mitosis |
| talent | Reality Smearing |
| talent | Skate |
| beneficial effect | The target is rampaging! (+140% movement speed, +22% attack speed, +12% physical damage, +6 physical save, +6 mental save) Rampaging |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic 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 successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Norgos Lair. Escort: lost tinker (level 1 of Norgos Lair) | 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 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * '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.' * '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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed green worm. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol 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 minotaur nose. * '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 storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within1 lumberjacks have died. | done |
Equipment
| Psionic focus | mighty iron steamgun of power4.0 T1 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% physical Res.pen +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Quiver | insidious pouch of steel shots of crippling (6/20, 23-27.6 power, 2 apr)3.0 T2 shot ammo [Ego+] Nature/Master Power 23.0 - 27.6 Physical Uses 92% Cun Acc+ +0.1% dam / acc Apr +2 Crit +10.5% Capacity 20 Ranged+ +20 insidious poison On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
| On hands | polar hardened leather gloves of sorrow (0 def, 2 armour) 1.0 T3 hands armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 10 cold 19 darkness 16 mind Dmg.mod +5% cold On Hit (Melee): * 17% chance to cause random gloom ----- def ----- Armour +2 Resists +7% cold Mind.save -12 (-6 eff.) ---------- misc Talents +3 Flash Powder Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 75.38 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 75.38 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Droyahad (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex +10 Cun dps ---------- Mind.crit +1% Crit.mult +15.00% Dmg.mod +12% arcane Res.pen +5% blight ----- def ----- Armour +1 Fatigue +1% Mind.save +12 (+6 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
| On feet | Mardenaribers the pair of rough leather boots (0 def, 9 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Dex +3 Con dps ---------- Mov.spd +20% Dmg.mod +6% physical Apr +3 ----- def ----- Armour +9 Fatigue +1% HP.reg +0.40 A pair of boots made of leather. |
| Tool | psionic steel torque of kinetic psionic shield [power 43] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Porovena the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% ----- def ----- Armour +14 Resists +12% lightning +18% acid Cut- +15% Rings can have magical properties. |
| On fingers | gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 5 bleed Ranged+ 7 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| Around neck | Budir the Willowraze0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +18 Dex +10 Cun +7 Con dps ---------- Crit.mult +5.00% Mov.spd +10% Dmg.mod +3% nature Res.pen +15% nature +10% arcane Phasing +10% Melee Ret 4 arcane ----- def ----- Fatigue -5% Spell.save +9 (+4 eff.) HP.reg +1.30 ---------- misc Stam/turn +1.10 Masteries +0.40 Corruption/Torture +0.40 Wild-gift/Moss Amulets can have magical properties. |
| In main hand | Tinkerer's Twinblaster4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
| Around waist | Brenuharaleg the rough leather belt 1.0 T1 belt armor [Rare] Nature While equipped: Stats +7 Str +2 Dex +3 Con dps ---------- Apr +2 ----- def ----- Fatigue -8% Die.at -60.00 life HP.reg +0.60 Heal.mod +11% ---------- misc Max.enc +20 A belt that goes around your waist. |
| In off hand | steel steamgun 'Runaledas'4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +6 fire Uses 2.0 Steam While equipped: Stats +2 Dex +2 Con dps ---------- Phys.crit +7.0% Phys.pwr +2 (+1 eff.) Dmg.mod +11% fire Acc +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | murderer's linen cloak of the hunter (1 def, 0 armour) 2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Cun +1 Dex dps ---------- Acc +21 (+7 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Resists +24% lightning Max.HP +40.00 Stun/Frz- +40% ---------- misc Max.stam +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 41.18 to 51.48 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
medical injector implant (efficiency 86% / cooldown 97%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 86% efficiency and cooldown mod of 97%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 122% / cooldown 87%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 87%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 8; power 25; dur 5)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 5 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 ability. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] 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 [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [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 [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [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 [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Yaredenik the Starsteel0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +12 (+6 eff.) ---------- misc Psi/ret +0.28 Light +2 Amulets can have magical properties. |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
copper amulet 'Ce'Namina'0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag ----- def ----- Resists +6% darkness Mind.save +9 (+5 eff.) Die.at -40.00 life Stun/Frz- +25% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets can have magical properties. |
Islerilaith the Woebraid0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% arcane +6% darkness Res.pen +20% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +5% arcane Silence- +24% ---------- misc Mana/turn +0.12 Rings can have magical properties. |
copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings can have magical properties. |
titan's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Phys.save +6 (+3 eff.) Rings can have magical properties. |
Samylamnir the dwarven-steel battleaxe (33-49.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane Power 33.0 - 49.5 Physical Uses 72% Wil Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Phasing +10% Melee+ +10 acid +14 cold +14 light Against +14% Undead On Crit: * splashes the target with acid While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ---------- misc Mana/s.crit +2.00 Massive two-handed battleaxes. |
Sword of Potential Futures (28-39.2 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 48% Wil, 20% Mag Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
steady rough leather sling of power4.0 T1 sling 1H weapon [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +6 While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +8% physical Res.pen +9% physical Acc +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Duathelterror4.0 T1 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% On Crit.r2 +4 darkness +2 light On Hit: * 20% chance to blind Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% darkness Res.pen +15% darkness ---------- misc Light +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Glyrin the Shinereign4.0 T1 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% On Crit.r2 +2 light Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +10% light ---------- misc Light +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Gorydir4.0 T1 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +7 acid Uses 2.0 Steam While equipped: dps ---------- S.pwr/crit +8 Dmg.mod +9% acid Acc +20 (+6 eff.) ----- def ----- Resists +2% physical ---------- misc Max.enc +20 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun of true shot4.0 T1 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +6.0% Acc +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of acid4.0 T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +5 acid Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +9% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Airpride the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning +6% fire Res.pen +15% lightning +25% fire ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Eletira' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Crit.mult +5.00% Spell.pwr +4 (+2 eff.) Dmg.mod +15% arcane +9% blight ----- def ----- Defense +1 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +10% mind +11% darkness Phys.save +10 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +22 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shinewake (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +12% darkness Melee Ret 4 light 8 blight On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue -4% Resists +15% light +12% darkness Max.HP +48.00 ---------- misc Stam/turn +0.60 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Aerulle' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Dex +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +3 Fatigue -5% ---------- misc Infravis +3 A pair of boots made of leather. |
Squalorwisp (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 9 cold Dmg.mod +12% acid +6% cold +3% nature Res.pen +15% nature ----- def ----- Armour +2 Resists +9% acid +7% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Breniroddablek' (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Str +4 Wil +3 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +20 (+9 eff.) Die.at -80.00 life Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Cracklecrack' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +1 HP.reg +1.20 ---------- misc Stam/turn +0.50 Max.stam +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.44 to 94.32 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Salussra (12 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +8% Mind.pwr +13 (+6 eff.) Dmg.mod +16% mind ----- def ----- Defense +12 (+6 eff.) Rng.Def +9 (+5 eff.) Resists +15% mind Crit.dmg- 10.00% Shield.pwr +11% Phys.save +19 (+9 eff.) Mind.save +14 (+7 eff.) HP.reg +3.50 Silence- +20% ---------- misc Psi/turn +0.28 Max.psi +29.00 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Vorathra' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Disrupt/Psionic While equipped: Stats +1 Str +8 Wil +9 Cun dps ---------- Phys.crit +2.0% Mind.pwr +7 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +5% nature +6% blight Spell.save +6 (+3 eff.) ---------- misc Stam/turn +0.60 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Zubuth' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% fire ----- def ----- Defense +2 (+1 eff.) Resists +12% mind +19% fire Spell.save +3 (+1 eff.) Die.at -40.00 life Blind- +15% Silence- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A pointy cloth hat, very wizardly... |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Phys.save +15 (+7 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Heavy Armour Training 2 [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
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. |
548 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. |
2 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. |
Lustretrial the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% Dmg.mod +6% light ----- def ----- Armour +4 Resists +9% temporal Disease- +10% Silence- +5% Pinning- +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind Melee Ret 10 fire ----- def ----- Resists +6% fire ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
powerful pain suppressor salve [power 126] powerful pain suppressor salve [power 126]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 70% efficiency and 135% cooldown modifier. Let you fight up to -126 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
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. |
steel torque of thermal psionic shield 'Nerora' [power 53] (20 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Acc +6 (+2 eff.) ----- def ----- HP.reg +0.40 ---------- misc Wards +2 physical +2 mind +2 darkness Talents +1 Ward Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 53 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
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. |
yew wand of conjuration [power 229] (10 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 114 to 229 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Madly Tossing Ooze the Cornac Adventurer level 20
73rd Dusk 122nd year of Ascendancy at 04:56 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Madly Tossing Ooze the Cornac Adventurer level 10
7th Flare 122nd year of Ascendancy at 18:56 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Madly Tossing Ooze the Cornac Adventurer level 20
55th Dusk 122nd year of Ascendancy at 08:40 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Madly Tossing Ooze the Cornac Adventurer level 10
7th Flare 122nd year of Ascendancy at 18:57 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Madly Tossing Ooze the Cornac Adventurer level 14
26th Dusk 122nd year of Ascendancy at 22:11 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Madly Tossing Ooze the Cornac Adventurer level 16
39th Dusk 122nd year of Ascendancy at 09:38 see stats
Log
Madly Tossing Ooze shoots!
Madly Tossing Ooze's Shoot misses war hound.
Madly Tossing Ooze's Shoot misses war hound.
Madly Tossing Ooze's Shoot hits War hound for 40 physical, 3 nature, 7 physical, 2 physical (51 total damage).
Madly Tossing Ooze prepares for the next kill!.
Madly Tossing Ooze's Shoot killed War hound!
You feel the edges of spacetime begin to ripple and bend!
Madly Tossing Ooze picks up (O.): cashmere wizard hat 'Zubuth' (2 def, 0 armour).
Madly Tossing Ooze casts Healing Light.
Madly Tossing Ooze slows down.
You feel your rampage slowing down. (-1 duration)
Madly Tossing Ooze receives 123 healing.
Reality around Madly Tossing Ooze is coherent again.
You feel a surge of power as a powerful creature falls nearby.
Madly Tossing Ooze deactivates Reality Smearing.
You feel your rampage slowing down. (-1 duration)
Madly Tossing Ooze activates Reality Smearing.
Madly Tossing Ooze deactivates Skate.
Madly Tossing Ooze activates Skate.
Madly Tossing Ooze deactivates Mitosis.
Madly Tossing Ooze activates Mitosis.
Madly Tossing Ooze deactivates Beyond the Flesh.
Madly Tossing Ooze activates Beyond the Flesh.
Madly Tossing Ooze is no longer rampaging.
Madly Tossing Ooze deactivates Mitosis.
Madly Tossing Ooze deactivates Beyond the Flesh.
Madly Tossing Ooze deactivates Reality Smearing.
Madly Tossing Ooze deactivates Skate.













































































































