















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 | Ogre |
Class | Adventurer |
Level / Exp | 13 / 52% |
Size | huge |
Lifes / Deaths | Killed by Glorithra the white wolf at level 10 on the 32nd Dusk 122nd year of Ascendancy at 12:35 0 / 5Killed by Cyrann the skeleton magus at level 11 on the 49th Dusk 122nd year of Ascendancy at 08:30 Killed by war hound at level 11 on the 52nd Dusk 122nd year of Ascendancy at 02:14 Killed by Bill the Stone Troll at level 13 on the 7th Haze 122nd year of Ascendancy at 04:38 Killed by Polamina the black mamba at level 13 on the 9th Haze 122nd year of Ascendancy at 08:25 |
Primary Stats
Strength | 32 (base 19) |
Dexterity | 16 (base 12) |
Constitution | 26 (base 12) |
Magic | 40 (base 34) |
Willpower | 15 (base 13) |
Cunning | 36 (base 21) |
Resources
Life | -115/570 |
Steam | 57/100 |
Psi | 115/115 |
Vim | 132/148 |
Healing Factor | 1.3324489795918 |
Regeneration | 13.790846938775 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
See Stealth | 5 |
See Invisible | 20 |
Offense: Mainhand
Damage | 45 |
Accuracy | 37 |
Crit Chance | 37% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 22 |
Accuracy | 37 |
Crit Chance | 37% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +37% |
Fire | +27% |
Physical | +17% |
Mind | +12% |
All | +7% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 22 |
Physical Save | 13 |
Spell Save | 14 |
Mental Save | 21 |
Defense: Resistances
Blight | + 26%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 41%( 70%) |
All | + 15%( 70%) |
Lightning | + 25%( 70%) |
Light | + 20%( 70%) |
Temporal | + 17%( 70%) |
Darkness | + 22%( 70%) |
Fire | + 27%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 92% |
Poison Resistance | 10% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 181 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 74 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.9 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Thoughts of iron | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Molten Iron Blood |
talent | Overheat Saws |
talent | Thermal Shield |
talent | Kinetic Shield |
talent | Beyond the Flesh |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 14. Exposed |
beneficial effect | This unit will not die until it has less than -62 HP. Surge of Power |
detrimental effect | Huge cut that bleeds, doing 52.30 physical damage per turn. Bleeding |
beneficial effect | Increases crit chance by 15% and critical power by 60%. 3 charge(s). Ogre Fury |
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 |
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 must explore the renegade Shaloren camp. | active |
You abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Heart of the Gloom) | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within5 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 15.5 - 21.7 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +20 mind On Crit.r2 +8 darkness While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +15% darkness +7% all Acc +11 (+4 eff.) Apr +8 On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Resists +3% temporal Sharp, long, and deadly. |
On hands | ![]() 1.5 T1 hands armor [Rare] Psionic While equipped: Stats +1 Str +4 Con dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +3% blight Phys.save +6 (+6 eff.) Mind.save +5 (+2 eff.) Disarm- +92% ---------- misc See.Invis +6 Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Crit.mult +10.00% Melee Ret 4 arcane ----- def ----- Resists +3% cold Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 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 | ![]() 3.0 T1 head armor [Rare] Nature While equipped: Stats +10 Cun +1 Wil ----- def ----- Armour +3 Fatigue +5% Resists +6% cold Mind.save +6 (+3 eff.) ---------- misc Infravis +1 See.Invis +9 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% fire ----- def ----- Armour +3 Fatigue +2% Resists +3% blight +12% fire +6% light +3% lightning ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Dex +6 Con dps ---------- Mind.crit +3% Phys.pwr +6 (+2 eff.) Dmg.mod +3% fire Res.pen +5% mind Acc +4 (+2 eff.) ----- def ----- Resists +7% nature +7% blight Poison- +10% Disease- +12% ---------- misc Max.hate +4.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Nature While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con ----- def ----- Max.HP +42.00 HP.reg +6.00 Heal.mod +11% Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Lck dps ---------- Crit.mult +11.00% Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +7 (+7 eff.) Unseen.red 12% Amulets can have magical properties. |
In main hand | ![]() 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 11.5 - 17.3 Phys.bleed Uses 100% Mag Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Against +14% Undead +14% Demon +14% Horror Uses 1.0 Steam While equipped: Stats +1 Str dps ---------- Phys.crit +4.0% Res.pen +10% physical ----- def ----- Armour +5 Defense +2 (+2 eff.) Fatigue +4% Resists +17% cold Disease- +10% Knockbk- +20% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) Res.pen +15% darkness ----- def ----- Spell.save +5 (+5 eff.) ---------- misc Max.psi +30.00 Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Mag Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Against +14% Undead +14% Demon +14% Horror Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 1 acid ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% Resists +3% fire ---------- misc Equi/ret +0.12 Psi/ret +0.08 Max.hate +2.00 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning +5% cold +9% darkness +5% nature Spell.save +3 (+3 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T1 light armor [Ego+] Nature While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con ----- def ----- Armour +2 Hardiness +0% Defense +3 (+3 eff.) Fatigue +6% Max.HP +30.00 HP.reg +4.10 Heal.mod +10% A suit of armour made of leather. |
Inventory
![]() 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 98% efficiency and cooldown mod of 99%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature +9% lightning Die.at -20.00 life Teleport- +10% ---------- misc Light +3 Infravis +2 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +6 (+6 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% light ----- def ----- Armour +6 Resists +22% light Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+6 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
![]() 3.0 T1 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 11.5 - 17.3 Phys.bleed Uses 100% Mag Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 Melee+ +6 temporal Against +7% Undead +7% Demon +7% Horror Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% Resists +5% temporal ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 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. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% nature Res.pen +5% darkness ----- def ----- Armour +4 Fatigue +2% Resists +6% darkness ---------- misc Infravis +1 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +5 Wil ----- def ----- Defense +2 (+2 eff.) Resists +3% nature +6% fire Phys.save +8 (+7 eff.) Mind.save +6 (+3 eff.) Knockbk- +10% ---------- misc Infravis +2 See.Invis +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +4 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +6% acid Mind.save +0 (+0 eff.) Heal.mod +10% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +14% physical Res.pen +5% physical ----- def ----- Defense +1 (+1 eff.) Resists +12% physical +3% cold ---------- misc Max.stam +10.00 A pointy cloth hat, very wizardly... |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +1 Dex +1 Cun dps ---------- Res.pen +10% light Melee Ret 4 nature ----- def ----- Phys.save +5 (+5 eff.) Heal.mod +10% ---------- 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. |
![]() 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 78.04 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 78.04 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. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +6% nature Melee Ret 4 lightning ----- def ----- Armour +8 Defense +5 (+5 eff.) Resists +14% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Matty Mew the Ogre Adventurer level 9
18th Dusk 122nd year of Ascendancy at 08:46 see stats
By Matty Mew the Ogre Adventurer level 10
28th Dusk 122nd year of Ascendancy at 05:06 see stats
By Matty Mew the Ogre Adventurer level 13
9th Haze 122nd year of Ascendancy at 06:10 see stats
By Matty Mew the Ogre Adventurer level 6
8th Mirth 122nd year of Ascendancy at 23:33 see stats
By Matty Mew the Ogre Adventurer level 5
6th Mirth 122nd year of Ascendancy at 09:24 see stats
Log
Bleeding from Matty Mew hits Polamina the black mamba for 13 physical damage.
Insidious Poison from Matty Mew hits Polamina the black mamba for 12 nature damage.
Burning from Matty Mew hits Polamina the black mamba for 14 fire damage.
Polamina the black mamba uses Explosive Steam Engine.
Matty Mew is suffering less.
Bleeding from Polamina the black mamba hits Matty Mew for (11 to psi shield), 17 physical (17 total damage).
Matty Mew's Beyond the Flesh hits Polamina the black mamba for 58 physical, 7 acid, 21 fire, 21 mind (106 total damage).
Matty Mew hits Polamina the black mamba for 64 physical, 7 acid, 21 fire, 31 physical, 7 acid, 21 fire (150 total damage).
Matty Mew's is vulnerable to attacks and effects!
Polamina the black mamba hits Matty Mew for (20 to psi shield), 65 physical, (3 to psi shield), 4 physical, (20 to psi shield), 47 physical, (3 to psi shield), 4 physical (120 total damage).
Melee retaliation hits Polamina the black mamba for 1 acid, 4 arcane, 15 fire, 1 acid, 4 arcane, 15 fire (40 total damage).
Polamina the black mamba is not disabled anymore.
Bleeding from Matty Mew hits Polamina the black mamba for 26 physical damage.
Insidious Poison from Matty Mew hits Polamina the black mamba for 19 nature damage.
Burning from Matty Mew hits Polamina the black mamba for 35 fire damage.
Polamina the black mamba's is vulnerable to attacks and effects!
Bleeding from Polamina the black mamba hits Matty Mew for (15 to psi shield), 22 physical (22 total damage).
Matty Mew's Beyond the Flesh hits Polamina the black mamba for 57 physical, 7 acid, 21 fire, 21 mind (105 total damage).
Matty Mew hits Polamina the black mamba for 58 physical, 7 acid, 21 fire, 28 physical, 7 acid, 21 fire (141 total damage).
Polamina the black mamba performs a melee critical strike against Matty Mew!
Polamina the black mamba hits Matty Mew for (20 to psi shield), 130 physical, (3 to psi shield), 4 physical, (20 to psi shield), 37 physical, (3 to psi shield), 4 physical (175 total damage).
Melee retaliation hits Polamina the black mamba for 1 acid, 4 arcane, 15 fire, 1 acid, 4 arcane, 15 fire (40 total damage).
Bleeding from Matty Mew hits Polamina the black mamba for 29 physical damage.
Insidious Poison from Matty Mew hits Polamina the black mamba for 19 nature damage.
Burning from Matty Mew hits Polamina the black mamba for 44 fire damage.
Matty Mew calms down.
Bleeding from Polamina the black mamba hits Matty Mew for (20 to psi shield), 31 physical (31 total damage).
Matty Mew's Beyond the Flesh hits Polamina the black mamba for 57 physical, 6 acid, 19 fire, 19 mind (101 total damage).