










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | ZOmnibus Lite 1.7.0A 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 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.0This 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 1.7.0Donators/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 | 16 / 20% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 8 on the 4th Mirth 122nd year of Ascendancy at 07:26 0 / 6Killed by elven mage at level 12 on the 7th Dusk 122nd year of Ascendancy at 16:06 Killed by Arudhemira the rattlesnake at level 12 on the 20th Dusk 122nd year of Ascendancy at 05:01 Killed by temporal hound at level 14 on the 52nd Dusk 122nd year of Ascendancy at 03:31 Killed by Arudhemira the rattlesnake at level 15 on the 55th Dusk 122nd year of Ascendancy at 16:13 Killed by Norgos, the Guardian at level 16 on the 57th Dusk 122nd year of Ascendancy at 09:13 |
Primary Stats
Strength | 20 (base 12) |
Dexterity | 25 (base 12) |
Constitution | 19 (base 12) |
Magic | 44 (base 41) |
Willpower | 42 (base 19) |
Cunning | 37 (base 24) |
Resources
Mana | 367/367 |
Psi | 122/122 |
Life | -277/602 |
Stamina | 238/238 |
Soul | 6/10 |
Healing Factor | 1.1891723257555 |
Regeneration | 16.966161957799 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 1 |
See Invisible | 6 |
Offense: Barehand
Damage | 17 |
Accuracy | 31 |
Crit Chance | 11% |
APR | 3 |
Speed | 0.80 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Nature | +15% |
Lightning | +12% |
Arcane | +3% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Darkness | +10% |
Fire | +5% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 26 (60%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 3 |
Physical Save | 21 |
Spell Save | 39 |
Mental Save | 30 |
Defense: Resistances
Acid | + 23%( 70%) |
Light | + 23%( 70%) |
Nature | + 44%( 70%) |
Cold | + 28%( 70%) |
Mind | + 28%( 70%) |
All | + 21%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 48 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 41.29 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. |
Class Talents
Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Necrosis | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Spikes of Decrepitude |
talent | Augmentation |
talent | Aura of Undeath |
talent | Beyond the Flesh |
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 |
beneficial effect | Spellpower increased by 15. Consume Soul |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 18. Intimidated |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved Cunning by +5. | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed green worm. | 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 within7 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() 3.0 T3 longsword 1H weapon Reqs Str 28 [Unique] Steamtech Power 40.0 - 56.0 Physical Uses 60% Wil Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 100% On Hit: * inflict fire damage based on steampower While equipped: ----- def ----- Cut- +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +8 (+4 eff.) Max.HP +44.00 Unarmed combat: Power 19.0 - 20.9 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +3% arcane Res.pen +5% fire Melee Ret 8 fire ----- def ----- Armour +1 Fatigue +1% Resists +3% light ---------- misc Light +3 A hat made of leather. Very stylish. |
Tool | ![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+4 eff.) Max.HP +42.00 HP.reg +7.00 Heal.mod +11% ---------- misc Max.stam +13.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Dex +3 Wil +2 Cun dps ---------- Res.pen +10% darkness +5% cold ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Invis +6 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +4 Fatigue +2% Resists +3% acid +9% cold ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cloak | ![]() 2.0 T1 cloak armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +3 Cun dps ---------- Mind.crit +5% ----- def ----- Defense +1 (+1 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +1 Mag +6 Wil dps ---------- Dmg.mod +6% mind Res.pen +20% 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. |
Inventory
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con dps ---------- Acc +7 (+4 eff.) Apr +9 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 6.78 cold and 6.78 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+4 eff.) Confus- +22% Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+4 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 49.55 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% (99). 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. |
![]() 3.0 T1 mace 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 60% Wil Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +1 Wil +3 Cun +3 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Resists +3% darkness Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 60% Wil Acc+ +0.2% 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. |
![]() 14.0 T1 heavy armor [Ego++] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 10 acid 10 fire Melee Ret 9 acid 9 fire ----- def ----- Armour +8 Defense +9 (+5 eff.) Fatigue +12% Resists +10% acid +12% fire Mind.save +12 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Ego+] Nature/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +9 Defense +8 (+4 eff.) Fatigue +12% Mind.save +10 (+5 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +2 Cun dps ---------- Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +5% acid +6% blight ---------- misc Infravis +1 A belt that goes around your waist. |
![]() 1.5 T1 hands armor [Ego++] Master While equipped: Stats +2 Con ----- def ----- Armour +4 Fatigue +1% Phys.save +10 (+5 eff.) Spell.save +4 (+1 eff.) Mind.save +9 (+5 eff.) Max.HP +42.00 Disarm- +20% Unarmed combat: Power 13.0 - 18.2 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Acc +4 Apr +3 Crit +2.0% Atk.spd 100% Melee+ +6 physical On Hit: 10% Juggernaut 1 On Hit: 10% Battle Shout 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 (+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. |
![]() 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 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 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. |
![]() 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 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Melee Ret 6 nature ----- def ----- Resists +5% arcane +6% acid Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Matty Mew the Cornac Adventurer level 12
26th Dusk 122nd year of Ascendancy at 04:08 see stats
By Matty Mew the Cornac Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 21:14 see stats
By Matty Mew the Cornac Adventurer level 14
52nd Dusk 122nd year of Ascendancy at 17:22 see stats
By Matty Mew the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 22:45 see stats
By Matty Mew the Cornac Adventurer level 8
8th Mirth 122nd year of Ascendancy at 14:06 see stats
Log
Norgos, the Guardian uses Infusion: Healing.
Norgos, the Guardian stops being poisoned.
Norgos, the Guardian receives 146 healing from Infusion: Healing.
Norgos, the Guardian throws a finishing uppercut.
Norgos, the Guardian is poisoned!
Matty Mew is stunned!
Norgos, the Guardian hits Matty Mew for 161 physical damage.
Melee retaliation hits Norgos, the Guardian for (3 flat reduction), 0 nature, (6 flat reduction), 0 fire, (18 flat reduction), 0 nature (0 total damage).
Spikes of Decrepitude hits Cold drake hatchling for 0 cold, 3 darkness (3 total damage).
Spikes of Decrepitude hits Rattlesnake for 3 cold, 3 darkness (6 total damage).
Spikes of Decrepitude hits Zubyyassra the black mamba for 3 cold, 2 darkness (5 total damage).
Poison from Matty Mew hits Norgos, the Guardian for (1 flat reduction), 0 nature (0 total damage).
Norgos, the Guardian rushes out!
Matty Mew is dazed!
Norgos, the Guardian hits Matty Mew for 100 physical damage.
Melee retaliation hits Norgos, the Guardian for (1 flat reduction), 0 nature, (3 flat reduction), 0 fire, (8 flat reduction), 0 nature (0 total damage).
Matty Mew's Beyond the Flesh misses Norgos, the Guardian.
Matty Mew's Beyond the Flesh misses Norgos, the Guardian.
Norgos, the Guardian shrugs off the effect 'Spike of Decrepitude'!
Talent Clinch is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Telekinetic Smash is ready to use.
Spikes of Decrepitude hits Cold drake hatchling for 0 cold, 1 darkness (1 total damage).
Spikes of Decrepitude hits Zubyyassra the black mamba for 1 cold, 1 darkness (3 total damage).
Spikes of Decrepitude hits Norgos, the Guardian for (1 flat reduction), 0 cold, (1 flat reduction), 0 darkness (0 total damage).
Norgos, the Guardian speeds up.
Poison from Matty Mew hits Norgos, the Guardian for (1 flat reduction), 0 nature (0 total damage).
Norgos, the Guardian throws two quick punches.
Matty Mew is not dazed anymore.