









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 | Krog |
| Class | Adventurer |
| Level / Exp | 20 / 68% |
| Size | big |
| Lifes / Deaths | Killed by Glorassra the white worm mass at level 13 on the 41st Dusk 122nd year of Ascendancy at 20:50 0 / 6Killed by Beturith the sandworm destroyer at level 13 on the 45th Dusk 122nd year of Ascendancy at 22:58 Killed by Isuta the king cobra at level 15 on the 66th Dusk 122nd year of Ascendancy at 09:00 Killed by Arildanne the rogue at level 17 on the 33rd Haze 122nd year of Ascendancy at 18:37 Killed by Isuta the king cobra at level 20 on the 46th Haze 122nd year of Ascendancy at 13:54 Killed by ritch flamespitter at level 20 on the 76th Haze 122nd year of Ascendancy at 00:11 |
| Antimagic | Follower |
Primary Stats
| Strength | 33 (base 12) |
| Dexterity | 50 (base 26) |
| Constitution | 32 (base 12) |
| Magic | 19 (base 12) |
| Willpower | 60 (base 36) |
| Cunning | 53 (base 34) |
Resources
| Life | -329/523 |
| Psi | 239/242 |
| Stamina | 289/295 |
| Equilibrium | 41 |
| Healing Factor | 1.1633663366336 |
| Regeneration | 4.9443069306928 |
Speed
| Mental | -25% |
| Attack | -25% |
| Movement | 0% |
| Spell | -25% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Barehand
| Damage | 59 |
| Accuracy | 44 |
| Crit Chance | 16% |
| APR | 22 |
| Speed | 1.07 |
Offense: Spell
| Spellpower | 4.75 |
| Crit Chance | 14% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 14% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| Physical | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +25% |
Defense: Base
| Armour (hardiness) | 33.5 (43.636363636364%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 17 |
| Physical Save | 27.2 |
| Spell Save | 36.8 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 14%( 70%) |
| Physical | + 35%( 70%) |
| Cold | + 27%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 9%( 70%) |
| Mind | + 9%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Confusion Resistance | 25% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| 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 245 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 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 7 turns. While Heroism is active, you will only die when reaching -421 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1106 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Pugilism | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| talent | Apply Poison |
| talent | Antimagic Shield |
| talent | Thermal Shield |
| talent | Kinetic Shield |
| talent | Mitosis |
| talent | Beyond the Flesh |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 25%. Cripple |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is confused, acting randomly (chance 42%) and unable to perform complex actions. Confused |
| beneficial effect | You gain 21% resistance against acid, nature and darkness. Resolve |
| beneficial effect | The target is surrounded by a psychic field, absorbing 50% of all damage (up to 78/159). Resonance Field |
| beneficial effect | Engaged in a grapple draining 6 stamina per turn and redirecting 25% of damage taken to Ce'Nabeth the sandworm. Any movement will break the effect as will some unarmed talents. Grappling |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points. 2 Combo |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost defiler from death by Mayenn the hornet swarm. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+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 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 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed xorn fragment. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within2 lumberjacks have died. | done |
Equipment
| Psionic focus | 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. |
| Light source | brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) ---------- 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 | warlord's iron helm of trickery (0 def, 3 armour)3.0 T1 head armor [Ego++] Nature/Master While equipped: Stats +4 Str +3 Dex +3 Wil +3 Cun dps ---------- Phys.pwr +7 (+3 eff.) Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +6% physical Phys.save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Poruminor the Duskbrawn0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Str +5 Dex dps ---------- Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Crit.dmg- 15.00% Spell.save +12 (+4 eff.) Blind- +20% Rings can have magical properties. |
| On fingers | psionicist's steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +12 (+4 eff.) Confus- +25% Rings can have magical properties. |
| Around waist | noble's rough leather belt of dampening1.0 T1 belt armor [Ego++] Nature/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% acid +5% fire +6% cold +5% lightning D.Red.from +16% Summoned A belt that goes around your waist. |
| Main armor | hardened iron mail armour of natural resilience (2 def, 10 armour)14.0 T1 heavy armor [Ego++] Disrupt/Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +6% physical +7% fire +11% blight +6% cold +11% nature +6% lightning D.Red.from +7% Unnatural A suit of armour made of mail. |
| On feet | pair of iron boots 'Polowe' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical Res.pen +25% physical Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% mind ---------- misc Stam/turn +0.40 Max.stam +23.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | scouring hardened leather gloves of archery (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +5 (+1 eff.) Apr +7 On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Spell.save +8 (+3 eff.) Unarmed combat: Power 18.5 - 20.4 Physical Uses 32% Wil, 72% Cun Acc+ +0.3% crit chance (max 25%) Acc +7 Apr +10 Crit +3.0% Atk.spd 125% On Hit: 15% Perfect Strike 3 On Hit: * 16 arcane resource burn Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Cloak | Gloryba the linen cloak (1 def, 10 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Armour +10 Defense +1 (+1 eff.) Resists +5% physical +3% darkness +13% cold HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Saluma the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +1 Con ----- def ----- Resists +6% light Amulets can have magical properties. |
Inventory
medical injector implant of the titan (efficiency 102% / cooldown 89%)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 102% efficiency and cooldown mod of 89%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 143; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 582%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 582% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 27%; magical; dur 2; cd 16)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 103% Wil Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Aditta the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Rare] Master While equipped: Stats +7 Str +5 Cun +5 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Crit.dmg- 10.00% Max.HP +42.00 ---------- misc Infravis +3 See.Invis +6 A suit of armour made of mail. |
Mighty Girdle1.0 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. |
Isuvena the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +6 Dex +2 Cun +1 Con dps ---------- Crit.mult +10.00% Phys.pwr +10 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Quenchrage (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Cun +1 Dex dps ---------- Dmg.mod +3% physical Acc +10 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +6% cold Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Strikeshear (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +3% cold +5% arcane +3% lightning Crit.dmg- 5.00% HP.reg +2.00 Silence- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Manadir the Shiverobeisance2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Dex +2 Mag +1 Cun dps ---------- Dmg.mod +3% cold Melee Ret 2 cold ----- def ----- Resists +6% cold Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +8 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. |
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. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
cleansing elm totem of summon tentacle [power 105] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 215 Base Damage: 113 Armor: 6 All Resist: 3 Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Kuvor [power 200] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +10% mind ----- def ----- Mind.save +18 (+6 eff.) ---------- misc Hate/m.crit +4.00 Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 42. Natural totems are made by powerful wilders to store nature power. |
Sootrot the ash totem of thorny skin [power 29] (20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness +9% fire On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +6% darkness +6% fire Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Madness (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Matty Mew the Krog Adventurer level 20
57th Haze 122nd year of Ascendancy at 17:38 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Matty Mew the Krog Adventurer level 11
12nd Dusk 122nd year of Ascendancy at 02:27 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Matty Mew the Krog Adventurer level 20
46th Haze 122nd year of Ascendancy at 09:48 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Matty Mew the Krog Adventurer level 10
7th Flare 122nd year of Ascendancy at 11:22 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Matty Mew the Krog Adventurer level 20
46th Haze 122nd year of Ascendancy at 04:22 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Matty Mew the Krog Adventurer level 20
46th Haze 122nd year of Ascendancy at 13:49 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Matty Mew the Krog Adventurer level 6
10th Mirth 122nd year of Ascendancy at 23:59 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Matty Mew the Krog Adventurer level 15
56th Dusk 122nd year of Ascendancy at 06:18 see stats
Log
Matty Mew converts some damage to Psi!
Beturith the sandworm destroyer hits Matty Mew for (23 to psi shield), (10 flat reduction), (4 resonance), 0 to psi, 3 physical, (3 to psi shield), (4 antimagic), 0 nature, (8 to psi shield), (10 flat reduction), (1 resonance), 0 to psi, 1 physical, (8 antimagic), 0 darkness (5 total damage).
Melee retaliation hits Beturith the sandworm destroyer for 0 arcane, 1 mind, 0 arcane, 1 mind (3 total damage).
Grappling hits Ce'Nabeth the sandworm for 1 physical, 0 physical (1 total damage).
Grappled from Matty Mew hits Ce'Nabeth the sandworm for 34 physical damage.
Ce'Nabeth the sandworm uses Block.
Polirin the red ooze shoots!
Blue ooze misses Matty Mew.
Matty Mew shares damage with his oozes!
Matty Mew converts some damage to Psi!
Grappling hits Ce'Nabeth the sandworm for (0 blocked), 0 physical, (1 blocked), 0 physical (0 total damage).
Polirin the red ooze's Shoot hits Matty Mew for (40 to psi shield), (10 flat reduction), (10 resonance), 1 to psi, 8 physical, 0 arcane (9 total damage).
Polirin the red ooze's Shoot hits Matty Mew for (21 to psi shield), (10 flat reduction), (4 resonance), 0 to psi, 3 physical, 0 arcane (4 total damage).
Matty Mew shares damage with his oozes!
Matty Mew converts some damage to Psi!
Grappling hits Ce'Nabeth the sandworm for (2 blocked), 0 physical (0 total damage).
Melee retaliation hits War hound for 0 arcane, 1 mind (1 total damage).
War hound hits Matty Mew for (40 to psi shield), (10 flat reduction), (16 resonance), 2 to psi, 14 physical (16 total damage).
Matty Mew is suffering less.
Matty Mew rearms.
Talent Double Strike is ready to use.
Talent Spinning Backhand is ready to use.
Talent Antimagic Zone is ready to use.
Matty Mew receives 5 healing (1 psi heal).
Matty Mew throws two quick punches.
Ce'Nabeth the sandworm is poisoned!
Matty Mew hits Ce'Nabeth the sandworm for (58 blocked), 0 physical, 0 arcane, (16 blocked), 0 physical, (61 blocked), 0 physical, 0 arcane, (16 blocked), 0 physical (0 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
























































































