











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.6Donators/Buyers bonus! EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 12 / 60% |
| Size | big |
| Lifes / Deaths | Killed by Bethogath the skeleton warrior at level 9 on the 4th Mirth 122nd year of Ascendancy at 04:15 2 / 3Killed by Neraletha the sick poison ivy at level 11 on the 10th Mirth 122nd year of Ascendancy at 01:16 Killed by Norgos, the Guardian at level 12 on the 3rd Summertide 122nd year of Ascendancy at 10:46 |
Primary Stats
| Strength | 22 (base 12) |
| Dexterity | 34 (base 27) |
| Constitution | 34 (base 12) |
| Magic | 12 (base 12) |
| Willpower | 16 (base 12) |
| Cunning | 55 (base 33) |
Resources
| Life | -593/458 |
| Steam | 50/100 |
| Stamina | 94/148 |
| Psi | 86/86 |
| Healing Factor | 1.2864705882353 |
| Regeneration | 4.1810294117648 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| See Stealth | 6 |
| See Invisible | 9 |
Offense: Barehand
| Damage | 39 |
| Accuracy | 30 |
| Crit Chance | 18% |
| APR | 7 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 6 (35.629139072848%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 2 |
| Physical Save | 21 |
| Spell Save | 14 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Light | + 33%( 70%) |
| Nature | + 43%( 70%) |
| Blight | + 26%( 70%) |
| Darkness | + 33%( 70%) |
| Cold | + 28%( 70%) |
| All | + 24%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 70% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 231 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -294 life. The duration and life will increase by 1% for every 1% life you have lost (currently 968 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| 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 4.0 steam per turn. Can be activated for an instant burst of 20 steam. |
Class Talents
| Technique / Pugilism | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Tactical | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Molten Iron Blood |
| talent | Thermal Shield |
| talent | Striking Stance |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 13% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
| beneficial effect | Keeps you from dying even if your life drops to -562 Heroism |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | 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 |
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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * '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.' * '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.' | 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 |
Equipment
| Psionic focus | Serpent's Glare (7-7.7 power, 15 apr, nature damage) 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison On Hit: * splashes acid on your target dealing 21 damage and reducing their armor While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 7/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 83.76 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Light source | brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Earekath (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Cun +8 Con dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +5% acid ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 15.00% A hat made of leather. Very stylish. |
| Tool | iron pickaxe 'Emelitta' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Cun dps ---------- Phys.pwr +4 (+1 eff.) Mind.pwr +5 (+2 eff.) Mov.spd +10% ----- def ----- Mind.save +15 (+7 eff.) ---------- misc Hate/m.crit +1.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings can have magical properties. |
| Around waist | Drothad1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.pwr +3 (+1 eff.) On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Resists +9% acid Spell.save +5 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| Main armor | duelist's rough leather armour of Eyal (6 def, 4 armour)9.0 T1 light armor [Ego++] Nature/Master While equipped: Stats +4 Cun +3 Dex ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +6% Max.HP +22.00 HP.reg +1.00 Heal.mod +11% A suit of armour made of leather. |
| On feet | pair of rough leather boots 'Delegen' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Cun +3 Con dps ---------- Melee Ret 6 mind ----- def ----- Armour +1 Resists +3% blight Crit.dmg- 15.00% ---------- misc See.Invis +3 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| On hands | Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Talents +1 Spring Grapple Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 24% Wil, 64% Cun Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Cloak | linen cloak 'Betyyatta' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Spell.crit +1% Mind.pwr +10 (+4 eff.) S.pwr/crit +4 Res.pen +10% arcane ----- def ----- Defense +1 (+0 eff.) Resists +5% nature +5% cold ---------- misc Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% light +12% darkness Blind- +21% Amulets can have magical properties. |
Inventory
medical injector implant of the duelist (efficiency 106% / cooldown 67%)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 106% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+7 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 31.15 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (62). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm vilestaff 'Haneyantir' (10-12 power, 2 apr, acid element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% acid ----- def ----- Defense +6 (+3 eff.) Die.at -80.00 life Max.HP +20.00 ---------- misc Light +2 See.Invis +6 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 21.77 light damage. Staves designed for wielders of magic, by the greats of the art. |
Bleaksorrow the steel greatmaul (41.5-62.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 41.5 - 62.3 Physical Uses 72% Wil Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 mind On Hit: * 34% chance to reduce all saves and defense by 24 * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Resists +3% darkness Massive two-handed mauls. |
Woequake (13.5-21.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Nature Power 13.5 - 21.6 Physical Uses 72% Wil Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +7 Wil +9 Con dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +6% light Max.HP +23.00 ---------- misc See.Invis +15 Massive two-handed swords. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 60% Wil Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
enveloping linen cloak of protection (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+3 eff.) Spell.save +5 (+5 eff.) Mind.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Daimidunamnir the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +3 Mag +3 Con ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Infravis +1 A pair of boots made of leather. |
Earthquill the pair of rough leather boots (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% nature Melee Ret 8 mind ----- def ----- Armour +2 Resists +3% mind ---------- misc Infravis +1 A pair of boots made of leather. |
iron gauntlets 'Ragygorn' (0 def, 6 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +6 Fatigue +1% Resists +12% lightning +3% darkness Unarmed combat: Power 8.5 - 11.9 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Hit.r1 +6 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Eleldawe (11 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Phys.pwr +25 (+8 eff.) Dmg.mod +11% nature Acc +10 (+5 eff.) ----- def ----- Defense +11 (+4 eff.) Resists +16% nature Crit.dmg- 5.00% A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
werebeast's rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego+] Nature While equipped: Stats +1 Str +2 Dex +1 Cun +2 Con ----- def ----- Armour +1 Fatigue +1% Resists -16% light A cap made of leather. |
5 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
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. |
simple fungal web0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Matty Mew the Cornac Adventurer level 10
5th Mirth 122nd year of Ascendancy at 04:36 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Matty Mew the Cornac Adventurer level 12
3rd Summertide 122nd year of Ascendancy at 10:45 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Matty Mew the Cornac Adventurer level 7
79th Pyre 122nd year of Ascendancy at 16:50 see stats
Log
Matty Mew uses Slime Spit.
Matty Mew hits Cutpurse for 27 physical damage.
Norgos, the Guardian hits Matty Mew for (26 to psi shield), (6 flat reduction), 33 physical (33 total damage).
Melee retaliation hits Norgos, the Guardian for (3 flat reduction), 0 mind, (8 flat reduction), 0 fire (0 total damage).
Matty Mew's Slime Spit hits Cutpurse for 42 nature damage.
Cutpurse rearms.
Cutpurse speeds up.
Poison from Matty Mew hits Cutpurse for 14 nature damage.
Matty Mew uses Slime Spit.
Cutpurse misses Matty Mew.
Cutpurse misses Matty Mew.
Matty Mew hits Cutpurse for 19 physical damage.
Cutpurse slows down.
Matty Mew's Slime Spit hits Cutpurse for 42 nature damage.
Norgos, the Guardian hits Matty Mew for (27 to psi shield), (6 flat reduction), 36 physical (36 total damage).
Melee retaliation hits Norgos, the Guardian for (3 flat reduction), 0 mind, (8 flat reduction), 0 fire (0 total damage).
Cutpurse stops being poisoned.
Matty Mew hits Cutpurse for 20 physical damage.
Norgos, the Guardian throws two quick punches.
Norgos, the Guardian hits Matty Mew for (27 to psi shield), (6 flat reduction), 55 physical, (27 to psi shield), (6 flat reduction), 53 physical (108 total damage).
Melee retaliation hits Norgos, the Guardian for (3 flat reduction), 0 mind, (8 flat reduction), 0 fire, (3 flat reduction), 0 mind, (8 flat reduction), 0 fire (0 total damage).
Cutpurse hits Matty Mew for (10 to psi shield), (6 flat reduction), 9 physical, (6 to psi shield), (6 flat reduction), 2 physical (11 total damage).
Melee retaliation hits Cutpurse for 3 mind, 11 fire, 3 mind, 11 fire (28 total damage).
Personal New Achievement: That was close (Madness (Adventure) difficulty)!
Matty Mew hits Cutpurse for 19 physical damage.
Matty Mew killed Cutpurse!
Norgos, the Guardian throws a finishing uppercut.









































































