













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 | 22 / 39% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 8 on the 5th Profit 122nd year of Ascendancy at 12:24 0 / 6Killed by Voromith the copperhead snake at level 11 on the 8th Profit 122nd year of Ascendancy at 06:37 Killed by shadow at level 14 on the 19th Profit 122nd year of Ascendancy at 01:50 Killed by ultimate gwelgoroth at level 20 on the 11st Wealth 122nd year of Ascendancy at 18:59 Killed by Cyremina the sandworm at level 22 on the 14th Dearth 122nd year of Ascendancy at 17:24 Killed by Cyremina the sandworm at level 22 on the 14th Dearth 122nd year of Ascendancy at 22:09 |
Primary Stats
Strength | 40 (base 15) |
Dexterity | 39 (base 12) |
Constitution | 38 (base 12) |
Magic | 57 (base 37) |
Willpower | 68 (base 35) |
Cunning | 54 (base 27) |
Resources
Psi | 138/138 |
Mana | 466/466 |
Equilibrium | 30 |
Vim | 27/161 |
Life | -16/1074 |
Positive | 0/103 |
Stamina | 226/240 |
Paradox | 300 |
Healing Factor | 0.6982030687803 |
Regeneration | 9.8173141494089 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -60% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
Offense: Mainhand
Damage | 91 |
Accuracy | 46 |
Crit Chance | 27% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 46 |
Crit Chance | 27% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Acid | +11% |
Light | +14% |
Nature | +11% |
Mind | +17% |
Physical | +11% |
Fire | +8% |
All | +5% |
Offense: Damage Penetration
Darkness | +10% |
Cold | +10% |
Temporal | +11% |
Defense: Base
Armour (hardiness) | 91.894074131886 (74.117647058824%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 28 |
Physical Save | 34 |
Spell Save | 20 |
Mental Save | 19 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 19%( 70%) |
Physical | -7%( 70%) |
Cold | + 15%( 70%) |
All | -13%( 70%) |
Darkness | + 19%( 70%) |
Light | -6%( 70%) |
Temporal | + 5%( 70%) |
Fire | 0%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Stun Resistance | 15% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 267 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 60 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Spell / Eldritch shield | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Guardian | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shield of Light |
talent | Osmosis Shield |
talent | Thermal Shield |
talent | Kinetic Shield |
talent | Temporal Hounds |
talent | Shield Wall |
talent | Shards |
talent | Hardened Core |
talent | Eldritch Infusion |
talent | Beyond the Flesh |
detrimental effect | The gloom has stunned the target, reducing damage by 50%, putting 4 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned by the gloom |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is infected by a disease, reducing its constitution by 8 and doing 29.56 blight damage per turn. Rotting Disease |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | You regenerate a total of 314.47 life over the duration of the effect. Osmosis Regeneration |
detrimental effect | The target's has a cursed wound, reducing healing by 60%. Cursed Wound |
detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 29. Exposed |
detrimental effect | Damage reduced by 45%. To The Arms |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
Quests
You 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 warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Heart of the Gloom. Escort: worried loremaster (level 1 of Heart of the Gloom)As a reward you improved talent Spit Poison (+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 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 |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed chunk of ghoul flesh. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within4 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() 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. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 fire Dmg.mod +3% fire Res.pen +10% cold Acc +6 (+2 eff.) ----- def ----- Armour +2 Resists +3% acid +5% fire +6% nature Phys.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Con +2 Wil dps ---------- Phys.crit +1.0% Dmg.mod +12% mind Acc +15 (+5 eff.) ----- def ----- Phys.save +6 (+3 eff.) Max.HP +42.00 ---------- 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 [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce armor by 35% ----- def ----- Armour +4 Fatigue +4% Resists +15% nature +6% temporal Phys.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% acid +9% light Res.pen +10% darkness +11% temporal Melee Ret 2 acid 4 nature ----- def ----- Armour +3 Fatigue +2% Resists +10% temporal +13% darkness +6% light Def/telep +12 Res/telep +12% Dur/telep +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 22/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 19 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Nature While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con ----- def ----- Max.HP +46.00 HP.reg +5.00 Heal.mod +10% Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +5% all Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +2 Mag +3 Cun +4 Con ----- def ----- Crit.dmg- 5.00% ---------- misc Infravis +2 Amulets can have magical properties. |
In main hand | ![]() 7.0 T3 shield armor [Random Unique] Nature/Master/Psionic When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Wil Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +126 Melee+ +12 fire On Hit.r1 +4 nature While equipped: Stats +5 Con dps ---------- Dmg.mod +6% nature On Hit (Melee): * 7% chance to reduce all saves and defense by 29 On Melee Ret: * 18% chance to reduce all saves and defense by 29 ----- def ----- Armour +10 Fatigue +8% Resists +12% blight +6% fire +13% nature Phys.save +9 (+4 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +9 Dex +6 Cun +7 Lck dps ---------- Phys.crit +7.0% Mind.crit +5% ----- def ----- Stealth +7 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor [Ego+] Master When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Wil Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +86 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 193 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +3 Wil +2 Mag ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T3 heavy armor [Random Unique] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +9 Defense +3 (+2 eff.) Fatigue +12% Resists +16% blight +12% cold +15% darkness +20% acid Spell.save +3 (+2 eff.) Max.HP +60.00 Pinning- +10% ---------- misc Light +5 Breathe water A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd 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 6 turns. While Heroism is active, you will only die when reaching -390 life. The duration and life will increase by 1% for every 1% life you have lost (currently 785 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() 0.1 rune scroll [Ego] 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 272 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll 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 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 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 T2 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +8 (+4 eff.) Confus- +23% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +5 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +12% light ----- def ----- Resists +24% light Rings can have magical properties. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Nature/Psionic Power 15.5 - 21.7 Physical Uses 100% Wil Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 mind +5 nature On Hit: * 10% chance to reduce damage dealt by 24% * 10% chance to reduce all saves and defense by 29 While equipped: Stats +4 Str +5 Dex +4 Mag +6 Wil +6 Cun +4 Con ----- def ----- Resists +3% lightning Spell.save +6 (+3 eff.) Sharp, long, and deadly. |
![]() 7.0 T2 shield armor [Random Unique] Nature/Master When used to Attack: Power 17.0 - 20.4 Physical Uses 100% Wil Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +38 Melee+ +10 cold While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 162 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Fatigue +8% Resists +3% acid +11% cold +9% nature +17% fire Spell.save +3 (+2 eff.) Max.HP +48.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +4 Wil +4 Cun +4 Con dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +9% mind Against +16% Summoned ----- def ----- D.Red.from +18% Summoned ---------- misc Infravis +1 See.Invis +12 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun ----- def ----- Defense +7 (+6 eff.) Resists +3% blight +3% fire Crit.dmg- 15.00% Phys.save +5 (+2 eff.) Stun/Frz- +10% 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 head armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 3.0 T1 head armor [Ego++] Master While equipped: Stats +2 Str +3 Wil +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +5% blight Mind.save +5 (+3 eff.) 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 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 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 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 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +15 (+5 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +5% mind ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.psi +10.00 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. |
![]() 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 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +8% nature Res.pen +10% cold Melee Ret 4 lightning 4 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +12% nature +12% mind 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: Stats +1 Dex ----- def ----- Armour +4 Resists +9% acid +3% darkness Cut- +10% 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: 220 Base Damage: 105 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Matty Cat the Dwarf Adventurer level 20
29th Wealth 122nd year of Ascendancy at 22:58 see stats
By Matty Cat the Dwarf Adventurer level 10
7th Profit 122nd year of Ascendancy at 00:42 see stats
By Matty Cat the Dwarf Adventurer level 20
5th Wealth 122nd year of Ascendancy at 17:38 see stats
By Matty Cat the Dwarf Adventurer level 5
18th Voratun 122nd year of Ascendancy at 14:48 see stats
By Matty Cat the Dwarf Adventurer level 8
4th Profit 122nd year of Ascendancy at 16:13 see stats
By Matty Cat the Dwarf Adventurer level 15
24th Profit 122nd year of Ascendancy at 01:46 see stats
By Matty Cat the Dwarf Adventurer level 15
19th Profit 122nd year of Ascendancy at 23:40 see stats
Log
Melee retaliation hits Aeribeth the carrion worm mass for 0 acid, 1 nature, 2 arcane (3 total damage).
Matty Cat receives 112 healing.
Matty Cat hits Cyremina the sandworm for (1 blocked), 0 nature (0 total damage).
Matty Cat hits Aeribeth the carrion worm mass for 7 nature, 8 fire, 0 arcane, 4 fire, 5 arcane, 2 nature, 6 nature, 0 arcane, 4 fire, 5 arcane (41 total damage).
Aeribeth the carrion worm mass hits Matty Cat for (32 to psi shield), (88 turned into osmosis), 179 acid, (2 to psi shield), (4 turned into osmosis), 4 nature, (8 turned into osmosis), 8 mind (191 total damage).
Matty Cat gains 2% of a turn from Ancestral Life.
Matty Cat hits Cyremina the sandworm for (4 blocked), 0 physical, (2 blocked), 0 fire, 0 arcane, (1 blocked), 0 fire, (3 blocked), 0 arcane, (1 blocked), 0 nature, (3 blocked), 0 physical, 0 arcane, (1 blocked), 0 fire, (3 blocked), 0 arcane (0 total damage).
Matty Cat hits Aeribeth the carrion worm mass for 2 nature damage.
Shield of Light hits Cyremina the sandworm for (8 blocked), 0 light, 0 arcane, (1 blocked), 0 fire, (3 blocked), 0 arcane (0 total damage).
Melee retaliation hits Matty Cat for (3 turned into osmosis), 3 lightning, (3 turned into osmosis), 3 lightning, (3 turned into osmosis), 3 lightning (9 total damage).
Cyremina the sandworm uses Explosive Steam Engine.
Matty Cat receives 106 healing.
Bleeding from Cyremina the sandworm hits Matty Cat for (13 to psi shield), (20 turned into osmosis), 20 physical (20 total damage).
Matty Cat receives 6 healing from Shield of Light.
Matty Cat gains 2% of a turn from Ancestral Life.
Matty Cat hits Cyremina the sandworm for 4 physical, 2 fire, 0 arcane, 1 fire, 3 arcane, 1 nature, 4 physical, 0 arcane, 1 fire, 3 arcane (19 total damage).
Matty Cat hits Aeribeth the carrion worm mass for 2 nature damage.
Shield of Light hits Cyremina the sandworm for 6 light, 0 arcane, 1 fire, 3 arcane (10 total damage).
Melee retaliation hits Matty Cat for (3 turned into osmosis), 3 lightning, (3 turned into osmosis), 3 lightning, (3 turned into osmosis), 3 lightning (9 total damage).
Matty Cat is stunned with fear!
Aeribeth the carrion worm mass performs a diseased attack against Matty Cat.
Matty Cat counter attacks Aeribeth the carrion worm mass with his shield shards!
Matty Cat is afflicted by a rotting disease!
Melee retaliation hits Aeribeth the carrion worm mass for 0 acid, 1 nature, 2 arcane (4 total damage).
Matty Cat hits Cyremina the sandworm for 2 nature damage.
Matty Cat hits Aeribeth the carrion worm mass for 9 nature, 10 fire, 0 arcane, 5 fire, 5 arcane, 2 nature, 8 nature, 0 arcane, 5 fire, 5 arcane (49 total damage).
Aeribeth the carrion worm mass hits Matty Cat for (32 to psi shield), (88 turned into osmosis), 98 physical, (2 to psi shield), (4 turned into osmosis), 4 nature, (8 turned into osmosis), 8 mind (110 total damage).
Cyremina the sandworm uses Shattering Shout.
Matty Cat stops bleeding.