Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Forbidden Cults 1.5.9Official 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 20 / 58% |
Size | big |
Lifes / Deaths | Killed by Gyseta the rattlesnake at level 14 on the 40th Dusk 122nd year of Ascendancy at 04:20 1 / 5Killed by Cyrethra the squid at level 18 on the 71st Haze 122nd year of Ascendancy at 00:59 Killed by Salytha the carrion worm mass at level 20 on the 2nd Decay 122nd year of Ascendancy at 18:14 Killed by Salytha the carrion worm mass at level 20 on the 2nd Decay 122nd year of Ascendancy at 22:51 Killed by Ogrelectriux at level 20 on the 2nd Decay 122nd year of Ascendancy at 22:56 |
Primary Stats
Strength | 21 (base 13) |
Dexterity | 27 (base 12) |
Constitution | 26 (base 12) |
Magic | 50 (base 43) |
Willpower | 40 (base 34) |
Cunning | 36 (base 18) |
Resources
Mana | 433/433 |
Equilibrium | 0 |
Life | 594/594 |
Positive | 106/107 |
Psi | 130/130 |
Healing Factor | 1.1224489795919 |
Regeneration | 1.7397959183674 |
Speed
Mental | +2% |
Attack | +2% |
Movement | -60.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 23 |
Accuracy | 31 |
Crit Chance | 10% |
APR | 2 |
Speed | 0.98 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 14% |
Speed | 0.98039215686275 |
Offense: Damage Bonus
Acid | +15% |
Light | +12% |
Temporal | +6% |
Nature | +4% |
Lightning | +45% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Lightning | +45% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 34.413408721348 (66.666666666667%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 5 |
Physical Save | 22 |
Spell Save | 32 |
Mental Save | 32 |
Defense: Resistances
Nature | + 9%( 70%) |
Lightning | + 19%( 70%) |
Light | + 6%( 70%) |
Temporal | + 6%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 9%( 70%) |
Fire | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 7% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 17% |
Poison Resistance | 10% |
Blind Resistance | 17% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 73 with a minimum range of 15. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 301 damage for 6 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 967% for 10 turns and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 767% for 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Storm drake aspect | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Beyond the Flesh |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Shardskin. Escort: lost anorithil (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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of explosive force. 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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed electric eel tail. | 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 within3 lumberjacks have died. | 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 | surging yew magestaff of might (20-24 power, 4 apr, lightning element) surging yew magestaff of might (20-24 power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+3 eff.) S.pwr/crit +5 Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Light source | bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +4 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 | Gloryrin the Arcbloom (1 def, 0 armour) Gloryrin the Arcbloom (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +3% lightning Res.pen +15% lightning +15% acid On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
On feet | Skybrace the pair of iron boots (0 def, 3 armour) Skybrace the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +4 Wil +3 Cun dps ---------- Mind.crit +6% Res.pen +20% lightning ----- def ----- Armour +3 Fatigue +2% ---------- misc Hate/m.crit +4.00 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | supercharged steel torque of psychoportation [power 33] (29/37 cooldown) supercharged steel torque of psychoportation [power 33] (29/37 cooldown)2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 33) Puts all charms on 37 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Huraroldir the steel ring Huraroldir the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +9 Con dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +10% temporal Acc +14 (+7 eff.) Melee Ret 4 temporal ----- def ----- Phys.save +8 (+4 eff.) ---------- misc Stam/turn +0.20 Rings can have magical properties. |
On fingers | Silelaith Silelaith0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +6% temporal Res.pen +5% temporal Acc +6 (+3 eff.) Melee Ret 8 temporal ----- def ----- Resists +7% nature +7% blight Mind.save +5 (+2 eff.) Poison- +10% Disease- +14% Confus- +20% Rings can have magical properties. |
Around neck | Aerakira Aerakira0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +3 Con dps ---------- Mind.pwr +8 (+4 eff.) S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -10% Mind.save +3 (+1 eff.) HP.reg +1.30 ---------- misc Stam/turn +0.50 Mana/turn +0.14 Max.mana +27.00 Amulets can have magical properties. |
In main hand | elm magestaff of might (10-12 power, 2 apr, lightning element) elm magestaff of might (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Cyrovena the Dawnrazor (0 def, 1 armour) Cyrovena the Dawnrazor (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: Stats +1 Mag +2 Wil +2 Cun +2 Con dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning +12% light ----- def ----- Armour +1 Resists +6% lightning +6% light Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | Stormwreath Stormwreath1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +10% lightning On Hit (Melee): * 30% chance to inflict 15% damage reduction * 30% chance to daze at end of turn ----- def ----- Max.HP +51.00 A belt that goes around your waist. |
Cloak | Kerion the linen cloak (1 def, 0 armour) Kerion the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.crit +2% Crit.mult +5.00% S.pwr/crit +2 ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Spell.save +9 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Vim/s.crit +4.00 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. |
Main armor | Bisin the steel mail armour (2 def, 20 armour) Bisin the steel mail armour (2 def, 20 armour)14.0 T2 heavy armor [Random Unique] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +20 Defense +2 (+2 eff.) Fatigue +14% Resists +3% blight +3% fire +5% arcane Mind.save +10 (+5 eff.) Blind- +10% A suit of armour made of mail. |
Inventory
steam generator implant of the wizard (steam 7) 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 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the psychic (480% speed; 5 turns) movement infusion of the psychic (480% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 216 over 5 turns) regeneration infusion of the psychic (heal 216 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
schematic: Air Recycler schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support schematic: Back Support0.1 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: Deflection Field 2 schematic: Deflection Field0.1 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 Shell 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. |
2 schematic: Fireproof Coating 2 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. |
3 schematic: Headlamp 3 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: Hook Shell schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip 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. |
2 schematic: Kinetic Stabiliser 2 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: Mana Coil schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor schematic: Power Distributor0.1 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: Rocket Boots schematic: Rocket Boots0.1 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 Shell 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: Shocking Edge schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment 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 Grapple 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: Steamsaw 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: Thunderclap Coating schematic: Thunderclap 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. |
schematic: Water Salve 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. |
Ce'Nawyn the Bolttaint Ce'Nawyn the Bolttaint0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +6 Con dps ---------- Mov.spd +10% Dmg.mod +3% lightning Res.pen +5% lightning Melee Ret 4 mind ----- def ----- Fatigue -10% Resists +6% lightning HP.reg +2.20 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. 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. |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 207 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet of cunning (+3) gold amulet of cunning (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets can have magical properties. |
gold amulet of manastreaming gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.26 Max.mana +20.00 Amulets can have magical properties. |
grounding copper amulet of magic (+2) grounding copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets can have magical properties. |
starlit gold amulet of dexterity (+4) starlit gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +13% light +13% darkness Blind- +30% Amulets can have magical properties. |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: 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? |
wizard's copper ring of tenacity wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +20.00 Disarm- +23% Pinning- +21% Knockbk- +21% Rings can have magical properties. |
wizard's gold ring of arcana(+0.13/turn) wizard's gold ring of arcana(+0.13/turn)0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Silence- +27% ---------- misc Mana/turn +0.13 Rings can have magical properties. |
Ivywen (27-35.1 power, 7 apr) Ivywen (27-35.1 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 27.0 - 35.1 Physical Uses 27% Wil, 27% Cun Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 lightning On Hit.r1 +8 blight On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +3 Str +1 Wil dps ---------- Dmg.mod +5% physical Acc +6 (+3 eff.) ---------- misc Stam/ret +2.00 Infravis +3 Sharp, short and deadly. |
hateful steel dagger of massacre (15.5-20.15 power, 6 apr) hateful steel dagger of massacre (15.5-20.15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 15.5 - 20.2 Physical Uses 27% Wil, 27% Cun Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 darkness Against +6% Living Sharp, short and deadly. |
insidious steel greatsword of massacre (31.5-50.4 power, 2 apr) insidious steel greatsword of massacre (31.5-50.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature/Master Power 31.5 - 50.4 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +19 insidious poison Massive two-handed swords. |
elm vilestaff 'Noonpain' (10-12 power, 2 apr, blight element) elm vilestaff 'Noonpain' (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 mind On Hit.r1 +4 mind On Crit.r2 +12 light On Hit: * 20% chance to blind While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight Res.pen +15% light On Hit (Melee): * 6% chance to blind ----- def ----- Defense +6 (+6 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 84.67 light damage. Staves designed for wielders of magic, by the greats of the art. |
Lisina the rough leather belt Lisina the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +4% Res.pen +15% temporal On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +12% acid +9% temporal Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Eruchik (11 def, 6 armour) Eruchik (11 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +6% physical Res.pen +10% arcane Acc +7 (+3 eff.) Apr +10 ----- def ----- Armour +6 Defense +11 (+11 eff.) Rng.Def +9 (+9 eff.) Phys.save +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isurinne the cashmere cloak (8 def, 16 armour) Isurinne the cashmere cloak (8 def, 16 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +16 Defense +8 (+8 eff.) Rng.Def +6 (+6 eff.) Resists +15% cold Phys.save +12 (+6 eff.) Spell.save +30 (+13 eff.) ---------- misc Psi/ret +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+3 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
impenetrable steel mail armour of clarity (2 def, 13 armour) impenetrable steel mail armour of clarity (2 def, 13 armour)14.0 T2 heavy armor [Ego] Master/Psionic While equipped: ----- def ----- Armour +13 Defense +2 (+2 eff.) Fatigue +14% Resists +5% mind Mind.save +10 (+5 eff.) A suit of armour made of mail. |
4 agate 4 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. |
185 alchemist agate 185 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 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 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. |
2 opal 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Strikeimmortal the iron pickaxe (dig speed 28 turns) Strikeimmortal the iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str dps ---------- Dmg.mod +6% acid Res.pen +10% acid Acc +4 (+2 eff.) ----- def ----- Resists +18% acid +12% lightning ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Nightmalice the alchemist's lamp Nightmalice the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Str +2 Mag ----- def ----- Resists +12% darkness Mind.save +8 (+4 eff.) ---------- misc Light +5 Infravis +1 See.Stealth +13 See.Invis +21 Telepathy Demon/Minor Demon/Major A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial 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 (96 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Velilena the alchemist's lamp Velilena the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Resists +9% light +9% darkness Spell.save +20 (+9 eff.) Blind- +5% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor 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. |
Rod of Recall (1/1) 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. |
Transmogrification Chest 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. |
Giharabar [power 2] (29/10 cooldown) Giharabar [power 2] (29/10 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Fatigue -2% Mind.save +6 (+3 eff.) ---------- misc Talents +2 Lay Web Cooldown Lay Web -1 Remove up to 2 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
4 citrine 4 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. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ogrelectriux the Ogre Adventurer level 6
5th Dusk 122nd year of Ascendancy at 18:45 see stats
By Ogrelectriux the Ogre Adventurer level 10
18th Dusk 122nd year of Ascendancy at 07:33 see stats
By Ogrelectriux the Ogre Adventurer level 20
77th Haze 122nd year of Ascendancy at 19:25 see stats
By Ogrelectriux the Ogre Adventurer level 16
56th Dusk 122nd year of Ascendancy at 18:16 see stats
By Ogrelectriux the Ogre Adventurer level 9
15th Dusk 122nd year of Ascendancy at 11:31 see stats
By Ogrelectriux the Ogre Adventurer level 14
35th Dusk 122nd year of Ascendancy at 18:15 see stats
By Ogrelectriux the Ogre Adventurer level 15
45th Dusk 122nd year of Ascendancy at 03:39 see stats
Log
The fabric of time around Ogrelectriux stabilizes to normal.
The powerful time-altering energies generate a restoration field on Ogrelectriux.
Salytha the carrion worm mass's blight area effect hits Ogrelectriux for (49 to time), 6 blight (6 total damage).
Salytha the carrion worm mass's blight area effect hits Sandworm burrower for 0 blight damage.
Talent Lightning is ready to use.
Ogrelectriux receives 64 healing from Temporal Restoration Field.
Rotting Disease from Salytha the carrion worm mass hits Ogrelectriux for 33 blight damage.
Salytha the carrion worm mass's blight area effect hits Ogrelectriux for 55 blight damage.
Salytha the carrion worm mass's blight area effect hits Sandworm burrower for 0 blight damage.
Ogrelectriux the level 20 ogre adventurer was diseased to death by Salytha the carrion worm mass on level 1 of Sandworm lair.
You have 1 life(s) left.
The fabric of time around Ogrelectriux returns to normal.
Ogrelectriux deactivates Feather Wind.
Ogrelectriux deactivates Shielding.
Ogrelectriux deactivates Thunderstorm.
The furious lightning storm around Ogrelectriux calms down and disappears.
Ogrelectriux is free from the rotting disease.
Ogrelectriux is no longer surging arcane power.
Ogrelectriux deactivates Beyond the Flesh.
Ogrelectriux deactivates Hurricane.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Salytha the carrion worm mass's blight area effect killed Ogrelectriux!
Saving done.
Talent Chain Lightning is ready to use.
Ogrelectriux activates Beyond the Flesh.
Saving game...