












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 | Dwarf |
Class | Adventurer |
Level / Exp | 30 / 62% |
Size | medium |
Lifes / Deaths | Killed by Xanyssra the warg at level 10 on the 31st Profit 122nd year of Ascendancy at 05:06 0 / 8Killed by Belymigaba the shimmering crystal at level 17 on the 10th Wealth 122nd year of Ascendancy at 06:35 Killed by Salywe the water imp at level 24 on the 8th Dearth 122nd year of Ascendancy at 16:27 Killed by Eilinoba the electric eel at level 24 on the 9th Dearth 122nd year of Ascendancy at 11:21 Killed by Poleriayatira the corrupted dendritic hemospinner at level 30 on the 13rd Iron 123rd year of Ascendancy at 23:49 Killed by Emelima the corrupted dendritic hemospinner at level 30 on the 14th Iron 123rd year of Ascendancy at 04:35 Killed by Emelima the corrupted dendritic hemospinner at level 30 on the 14th Iron 123rd year of Ascendancy at 06:29 Killed by Emelima the corrupted dendritic hemospinner at level 30 on the 14th Iron 123rd year of Ascendancy at 06:31 |
Primary Stats
Strength | 42 (base 17) |
Dexterity | 20 (base 12) |
Constitution | 38 (base 12) |
Magic | 70 (base 42) |
Willpower | 98 (base 60) |
Cunning | 57 (base 22) |
Resources
Mana | 714/714 |
Equilibrium | 0 |
Vim | 216/216 |
Life | -629/1315 |
Steam | 100/100 |
Stamina | 465/465 |
Psi | 188/188 |
Healing Factor | 0.9619230769231 |
Regeneration | 28.416702928548 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Invisible | 12 |
Offense: Mainhand
Damage | 79 |
Accuracy | 21 |
Crit Chance | 19% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 34 |
Accuracy | 21 |
Crit Chance | 18% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +16% |
Light | +12% |
Temporal | +3% |
Nature | +29% |
Fire | +13% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Nature | +20% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 93.551211628464 (94.117647058824%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 20 |
Physical Save | 48 |
Spell Save | 48 |
Mental Save | 50 |
Defense: Resistances
Acid | + 17%( 70%) |
Physical | + 36%( 70%) |
Cold | + 23%( 70%) |
All | + 11%( 70%) |
Darkness | + 30%( 70%) |
Light | + 22%( 70%) |
Temporal | + 14%( 70%) |
Lightning | + 39%( 70%) |
Fire | + 53%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Teleport Resistance | 100% |
Stun Resistance | 70% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 451 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 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. |
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 237 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Spell / Arcane | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Corruption / Rot | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | Huge cut that bleeds, doing 246.16 physical damage per turn. Bleeding |
detrimental effect | The target is confused, acting randomly (chance 44%) and unable to perform complex actions. Confused |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | Huge cut that bleeds, doing 93.70 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
detrimental effect | The target is poisoned, taking 110.36 nature damage per turn. Deadly Poison |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 179%. Scoundrel's Strategies |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by ritch flamespitter. Escort: injured seer (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of fire wyrm saliva. * You've found the needed naga tongue. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed length of troll intestine. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed giant spider spinneret. * You've found the needed pouch of faeros ash. | 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 | ![]() 0.0 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. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +120% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +3 Iron Grip Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +15% mind +9% nature +3% darkness Res.pen +20% nature ----- def ----- Resists +6% nature ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor [Ego++] Master While equipped: Stats +3 Str +4 Cun +3 Con ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +4% Resists +4% all Phys.save +16 (+5 eff.) Mind.save +14 (+5 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +7 Str +12 Mag +5 Wil +4 Cun dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +3 Phys.save +19 (+6 eff.) Spell.save +10 (+3 eff.) Mind.save +11 (+4 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Infravis +3 A pair of boots made of leather. |
Tool | ![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +9% darkness +6% cold Sting an enemy dealing 265 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 34% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +9 Cun +10 Con dps ---------- Dmg.mod +14% nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +14 (+7 eff.) Resists +28% nature +3% all Spell.save +13 (+4 eff.) ---------- misc Max.stam +28.00 Infravis +3 Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +3 Mag +1 Wil dps ---------- Dmg.mod +6% nature +13% fire Melee Ret 2 nature ----- def ----- Resists +26% fire Max.HP +124.00 HP.reg +15.00 Heal.mod +26% ---------- misc Light +1 See.Invis +12 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 286 (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. |
In main hand | ![]() 7.0 T4 shield armor [Ego++] Master/Psionic When used to Attack: Power 44.0 - 52.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +140 Melee+ +17 physical While equipped: Stats +3 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 178 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +14% physical Shield.near.proj +66 Proj.slow +34% ---------- misc Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+4 eff.) ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 7.0 T3 shield armor [Ego++] Arcane When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +78 Melee+ +12 fire +12 light +13 darkness While equipped: Stats +4 Str +6 Mag +3 Cun dps ---------- Dmg.mod +12% light +13% darkness Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% Resists +13% fire +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +7 Dex +6 Mag +3 Con dps ---------- Res.pen +10% arcane ----- def ----- Armour +16 Defense +2 (+1 eff.) Resists +24% lightning Stun/Frz- +40% ---------- misc Max.stam +30.00 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Dmg.mod +3% temporal Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +19 Hardiness +20% Fatigue +26% Resists +7% acid +14% physical +8% cold +8% fire +8% lightning +3% temporal Phys.save +16 (+5 eff.) Mind.save +13 (+5 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 474.52 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 261 damage for 7 turns. 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +7 (+2 eff.) Max.HP +37.00 HP.reg +3.00 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +13.00% Spell.pwr +6 (+2 eff.) Dmg.mod +6% blight +7% fire ----- def ----- Phys.save +15 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +12 (+4 eff.) Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex ----- def ----- Resists +15% blight +9% fire +5% arcane Heal.mod +19% Cut- +60% Silence- +20% ---------- misc See.Invis +21 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 355 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+4 eff.) Max.HP +51.00 HP.reg +7.00 Heal.mod +12% ---------- misc Max.stam +14.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +5% all Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Arcane/Master Power 28.5 - 37.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +20 light On Hit: 20% Curse of Impotence 4 On Hit: * Create an explosion dealing 74 fire damage (1/turn) While equipped: dps ---------- Phys.crit +11.0% Crit.mult +23.00% Dmg.mod +17% fire Res.pen +17% fire Apr +13 Melee Ret 10 light ----- def ----- Resists +3% light ---------- misc Light +3 Sharp, short and deadly. |
![]() 7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T2 shield armor [Unique] Nature When used to Attack: Power 25.5 - 35.7 Physical Uses 150% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical Melee Ret 0 physical ----- def ----- Armour +8 Hardiness +0% Defense +12 (+6 eff.) Fatigue +0% Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 45.33 to 56.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Mind.pwr +15 (+4 eff.) Melee Ret 2 cold ----- def ----- Fatigue +0% Resists +6% light +6% temporal Max.HP +46.00 HP.reg +2.00 ---------- misc Max.enc +0 A belt that goes around your waist. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 66.33 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Cun +2 Dex dps ---------- Dmg.mod +3% acid Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 34 ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning Mind.save +9 (+3 eff.) Stun/Frz- +0% ---------- misc Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +6 Mag +3 Cun +5 Con +11 Lck dps ---------- Dmg.mod +12% acid ----- def ----- Armour +3 Stealth +7 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Nature While equipped: Stats +7 Str +4 Dex dps ---------- Dmg.mod +15% physical Apr +4 ----- def ----- Armour +4 Fatigue +3% Phys.save +0 (+0 eff.) HP.reg +6.00 Heal.mod +12% Pinning- +0% Knockbk- +0% Teleport- +0% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Disarm- +0% Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 97.30 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T1 hands armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Acc +6 (+5 eff.) Melee Ret 4 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +5 Fatigue +1% Phys.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +21% 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. |
![]() 1.5 T2 hands armor [Rare] Nature While equipped: Stats +3 Wil +7 Mag dps ---------- Dmg.mod +6% fire ----- def ----- Armour +2 Fatigue +3% Resists +9% fire HP.reg +2.30 Disarm- +0% ---------- misc Stam/turn +0.80 Psi/turn +0.19 Light +3 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. |
![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +8 Cun +3 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +3% mind Res.pen +10% mind Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Armour +3 Fatigue +3% Resists +12% mind Mind.save +0 (+0 eff.) A cap made of leather. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +6 Wil +1 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness Mind.save +0 (+0 eff.) ---------- misc Light +3 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 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: 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. |
![]() 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 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 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. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +6 (+3 eff.) Proj.slow +15% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Str dps ---------- Apr +5 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +5 Dex +3 Wil +2 Cun +7 Con dps ---------- Dmg.mod +9% acid ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 totem charm [Rare] Nature While equipped: dps ---------- Mind.pwr +30 (+8 eff.) ----- def ----- Resists +15% acid Mind.save +12 (+4 eff.) ---------- misc Psi/ret +0.04 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Matty Cat the Dwarf Adventurer level 21
2nd Dearth 122nd year of Ascendancy at 04:09 see stats
By Matty Cat the Dwarf Adventurer level 28
17th Shortage 122nd year of Ascendancy at 17:42 see stats
By Matty Cat the Dwarf Adventurer level 22
5th Dearth 122nd year of Ascendancy at 09:14 see stats
By Matty Cat the Dwarf Adventurer level 10
25th Profit 122nd year of Ascendancy at 23:16 see stats
By Matty Cat the Dwarf Adventurer level 20
18th Wealth 122nd year of Ascendancy at 20:07 see stats
By Matty Cat the Dwarf Adventurer level 30
4th Iron 123rd year of Ascendancy at 07:38 see stats
By Matty Cat the Dwarf Adventurer level 28
38th Dearth 122nd year of Ascendancy at 15:05 see stats
By Matty Cat the Dwarf Adventurer level 28
1st Iron 123rd year of Ascendancy at 23:37 see stats
By Matty Cat the Dwarf Adventurer level 18
13rd Wealth 122nd year of Ascendancy at 07:49 see stats
By Matty Cat the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 04:48 see stats
By Matty Cat the Dwarf Adventurer level 8
2nd Acquisition 122nd year of Ascendancy at 23:00 see stats
By Matty Cat the Dwarf Adventurer level 16
3rd Wealth 122nd year of Ascendancy at 04:23 see stats
By Matty Cat the Dwarf Adventurer level 26
23rd Dearth 122nd year of Ascendancy at 03:28 see stats
By Matty Cat the Dwarf Adventurer level 27
25th Dearth 122nd year of Ascendancy at 06:27 see stats
By Matty Cat the Dwarf Adventurer level 14
42nd Profit 122nd year of Ascendancy at 00:41 see stats
By Matty Cat the Dwarf Adventurer level 30
14th Iron 123rd year of Ascendancy at 06:29 see stats
Log
The rod emits a strange noise, glows briefly and returns to normal.
Matty Cat misses Emelima the corrupted dendritic hemospinner.
Matty Cat misses Emelima the corrupted dendritic hemospinner.
Carrion worm mass's wormblight area effect hits Emelima the corrupted dendritic hemospinner for 12 blight damage.
Carrion worm mass's wormblight area effect hits Matty Cat for 23 blight damage.
Carrion worm mass's wormblight area effect hits Nerolaith the corrupted protoplasmic controller for 10 blight damage.
Nerolaith the corrupted protoplasmic controller uses Skullcracker.
Nerolaith the corrupted protoplasmic controller performs a melee critical strike against Matty Cat!
Matty Cat is dazed!
Matty Cat is poisoned!
Matty Cat wanders around!.
Matty Cat is not dazed anymore.
Matty Cat HEALS from nature damage!
Melee retaliation hits Nerolaith the corrupted protoplasmic controller for 1 temporal, 4 fire, 2 nature (7 total damage).
Deadly Poison from Nerolaith the corrupted protoplasmic controller hits Matty Cat for 40 nature, 15 healing (40 total damage) [15 healing].
Nerolaith the corrupted protoplasmic controller hits Matty Cat for 468 physical damage.
Matty Cat gains 0% of a turn from Ancestral Life.
Deadly Poison from Emelima the corrupted dendritic hemospinner hits Carrion worm mass for 219 nature damage.
Matty Cat is confused and fails to use Attack.
Carrion worm mass's wormblight area effect hits Emelima the corrupted dendritic hemospinner for 12 blight damage.
Carrion worm mass's wormblight area effect hits Matty Cat for 23 blight damage.
Carrion worm mass's wormblight area effect hits Nerolaith the corrupted protoplasmic controller for 8 blight damage.
Emelima the corrupted dendritic hemospinner uses Dual Strike.
Emelima the corrupted dendritic hemospinner performs a melee critical strike against Matty Cat!
Matty Cat is cut deeply.
Matty Cat starts to bleed.
Matty Cat's Block is disrupted by his wounds!
Matty Cat resists the stunning strike!
Emelima the corrupted dendritic hemospinner performs a melee critical strike against Matty Cat!