















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Annihilator |
| Level / Exp | 26 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Zubukira the entrenched horror at level 26 on the 5th Shortage 122nd year of Ascendancy at 22:06 / 1 |
Primary Stats
| Strength | 31 (base 17) |
| Dexterity | 61 (base 38) |
| Constitution | 46 (base 40) |
| Magic | 16 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 52 (base 35) |
Resources
| Life | -122/822 |
| Steam | 16/106 |
| Healing Factor | 1.6167804250994 |
| Regeneration | 28.212818417984 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +29% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 9 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 65 |
| Crit Chance | 25% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +5% |
| Fire | +10% |
| Physical | +12% |
| Cold | +21% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Lightning | +13% |
| Fire | +10% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 52.08934837382 (81.151787968034%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 45 |
| Physical Save | 33 |
| Spell Save | 14 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 21%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 18%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 31%( 70%) |
| Lightning | + 25%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Pinning Resistance | 74% |
| Bleed Resistance | 80% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 80% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 94%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 75%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
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 has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed green worm. * You've found the needed honey tree root. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | Anti-Gravity Boots (8 def, 8 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Talent granted: +2 Moss Tread Stealth bonus: +4 Pinning immunity: +50% Steampower: +3 (+0 eff.) These boots have a 9% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (59 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (102 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Quiver | Pouch of the Subconscious (20/20, 38-46 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow When wielded/worn: You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | Blackspire the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Defense: +10 (+4 eff.) Changes stats: +1 Str Changes resistances: +9% darkness Changes resistances penetration: +5% physical Physical save: +5 (+3 eff.) Light radius: +3 Healing mod.: +12% 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 | dwarven-steel helm 'Earyrevon' (10 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +10 Defense: +10 (+4 eff.) Fatigue: +4% Changes stats: +3 Str / +4 Cun / +3 Con Changes resistances: +6% acid Changes damage: +6% physical Reduces incoming crit damage: 5.00% Mental save: +6 (+3 eff.) Poison immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Glacieronslaught (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +24 (+6 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 32 Damage (Melee): 8 temporal Damage (Ranged): 7 temporal Changes stats: +8 Dex Changes resistances: +9% cold / +8% temporal Changes damage: +15% cold / +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Emelithra (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +15 (+5 eff.) Changes stats: +2 Str Changes damage: +6% physical Critical mult.: +5.00% Stamina each turn: +3.00 Only die when reaching: -60.00 life Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | sneakthief's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+2 eff.) Changes stats: +5 Cun / +5 Dex Spellpower: +6 (+2 eff.) Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
| On fingers | solipsist's copper ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +8.00 Maximum life: +48.00 Mindpower: +6 (+2 eff.) Healing mod.: +11% Rings make your fingers look great! |
| Around neck | KalachInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +3% light / +10% temporal Physical save: +9 (+5 eff.) Cut immunity: +40% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +60.00 Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 331 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | stormbringer's dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 On weapon hit: * applies a stacking poison dealing 44 damage per turn Travel speed: +600% Damage (radius 2) on crit: +5 lightning / +13 cold Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +13% lightning / +10% cold Movement speed: +29% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Quenchoblivion Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +15 (+5 eff.) Damage when hit (Melee): 2 mind Changes stats: +1 Cun Changes resistances: +5% lightning / +5% temporal / +6% darkness Changes damage: +6% cold A belt that goes around your waist. |
| In off hand | dwarven-steel shield 'Bloomknight' (0 def, 6 armour, 32-39 power, 85.5 block)Requires: - Shield usage training - Cunning 24 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +86 Damage (Melee): +8 nature / +15 physical When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +2 Dex / +2 Mag / +1 Wil Changes resistances: +13% physical / +12% nature / +12% fire Changes resistances penetration: +10% fire Talent granted: +1 Block Slows Projectiles: +21% Bonus block near projectiles: +33 Handheld deflection devices. |
| Cloak | cashmere cloak 'Betakira' (14 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances: +12% lightning / +16% fire / +19% light / +1% physical Stealth bonus: +8 Physical save: +7 (+4 eff.) Poison immunity: +20% Stun/Freeze immunity: +20% Life regen: +2.00 Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gorydunadan (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +2 Mag / +1 Wil Changes resistances: +12% blight / +10% darkness Spell save: +3 (+3 eff.) Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +7.20 Stamina each turn: +0.70 Mana each turn: +0.04 Maximum life: +20.00 Maximum mana: +40.00 Light radius: +1 Damage Shield penetration: +10% A suit of armour made of metal plates. |
Inventory
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
starlit copper amulet of mastery (0.11 Steamtech / Artillery)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +11% darkness Talent mastery: +0.11 Steamtech / Artillery Blindness immunity: +21% Amulets make your neck look great! |
steel amulet 'Eilinuvena'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +8 Str / +5 Dex / +6 Wil Physical save: +15 (+7 eff.) Spell save: +14 (+10 eff.) Mental save: +14 (+7 eff.) Amulets make your neck look great! |
Lavashine the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% lightning / +9% fire / +24% cold Changes damage: +9% lightning / +12% cold / +12% fire / +9% acid Rings make your fingers look great! |
steel ring 'Heatstinger'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage when hit (Melee): 8 fire Changes resistances: +3% mind / +18% fire Changes resistances penetration: +10% fire Spellpower: +5 (+2 eff.) Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
Thunderwend the dwarven-steel longsword (22-31 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +4 lightning When wielded/worn: Changes damage: +6% lightning Mindpower: +30 (+9 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Splendourblight (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +10% fire / +7% cold Changes resistances penetration: +5% light Changes damage: +3% mind / +9% fire Critical mult.: +20.00% Mental save: +12 (+6 eff.) Mindpower: +10 (+3 eff.) Light radius: +3 A hat made of leather. Very stylish. |
chilling quiver of ash arrows of amnesia (21/21, 18-26 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Ranged): +11 cold Arrows are used with bows to pierce your foes to death. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
226 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 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. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
potent pain suppressor salve [power 210] potent pain suppressor salve [power 210]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 126% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -210 life and reduces all damage by 17% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
potent water salve [power 19] potent water salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 126% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (19% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 22] powerful frost salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 126% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple frost salve [power 15] simple frost salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 126% efficiency and 75% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 186] simple healing salve [power 186]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 126% efficiency and 75% cooldown modifier. It can be used to heal 186 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
storming pouch of steel shots of daylight (15/15, 20-24 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 Damage (Ranged): +10 lightning / +7 light Damage (radius 2) on crit: +6 lightning Damage against: +12% Undead Shots are used with slings to pummel your foes to death. |
Eilinurin the yew totem of stinging [power 260] (34/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% mind It can be used to sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 35% for 2 turns. * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of shielding 'Goryhell' [power 188] (34/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +4% physical / +12% fire Cut immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +20% Knockback immunity: +10% It can be used to create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 34% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By duergar craftsmithsman the Drem Annihilator level 11
5th Profit 122nd year of Ascendancy at 16:32 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By duergar craftsmithsman the Drem Annihilator level 21
15th Dearth 122nd year of Ascendancy at 13:32 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By duergar craftsmithsman the Drem Annihilator level 20
8th Dearth 122nd year of Ascendancy at 10:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By duergar craftsmithsman the Drem Annihilator level 10
26th Voratun 122nd year of Ascendancy at 15:05 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By duergar craftsmithsman the Drem Annihilator level 20
7th Dearth 122nd year of Ascendancy at 18:32 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By duergar craftsmithsman the Drem Annihilator level 9
21st Voratun 122nd year of Ascendancy at 00:54 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By duergar craftsmithsman the Drem Annihilator level 21
11st Dearth 122nd year of Ascendancy at 05:43 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By duergar craftsmithsman the Drem Annihilator level 24
17th Loss 122nd year of Ascendancy at 14:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By duergar craftsmithsman the Drem Annihilator level 17
20th Wealth 122nd year of Ascendancy at 17:44 see stats
Log
Burning from Duergar craftsmithsman hits War hound for 14 fire damage.
Burning Phosphorous from Duergar craftsmithsman hits War hound for 16 fire damage.
Zubukira the entrenched horror's black hole hits duergar craftsmithsman for (17 exoskeleton), 25 temporal, (0 exoskeleton), 42 darkness (67 total damage).
Aeruna the ravenous horror uses Nature's Touch.
Aeruna the ravenous horror's mind surges with critical power!
Iveth the ravenous horror uses Stunning Blow.
Iveth the ravenous horror starts to bleed black blood.
Iveth the ravenous horror casts Earthen Missiles.
Duergar craftsmithsman resists the stunning blow!
Iveth the ravenous horror misses duergar craftsmithsman.
Duergar craftsmithsman is not stunned anymore.
Burning Phosphorous from Duergar craftsmithsman killed War hound!
Aeruna the ravenous horror receives 583 healing.
Entropic Gift from Zubukira the entrenched horror hits duergar craftsmithsman for (0 exoskeleton), 54 temporal, (0 exoskeleton), 44 darkness (99 total damage).
Melee retaliation hits Iveth the ravenous horror for 1 mind damage.
Iveth the ravenous horror hits duergar craftsmithsman for (0 exoskeleton), 32 physical, (0 exoskeleton), 10 nature (42 total damage).
Duergar craftsmithsman starts to bleed.
Iveth the ravenous horror slows down.
Duergar craftsmithsman's Rocket Pod performs a ranged critical strike against Iveth the ravenous horror!
Duergar craftsmithsman's Rocket Pod hits Zubukira the entrenched horror for (1 absorbed), 0 lightning, (4 absorbed), 0 cold (1 total damage).
Duergar craftsmithsman's Rocket Pod hits Ce'Nuda the ravenous horror for 2 lightning, 8 cold (10 total damage).
Duergar craftsmithsman's Rocket Pod hits Iveth the ravenous horror for 106 fire, 55 fire, 12 mind, 4 temporal, 2 lightning, 8 cold, 4 nature (192 total damage).
Duergar craftsmithsman's Rocket Pod hits Iveth the ravenous horror for 70 fire, 12 mind, 4 temporal, 4 nature (91 total damage).
Iveth the ravenous horror's Earthen Missiles hits duergar craftsmithsman for (17 exoskeleton), 53 physical, (0 exoskeleton), 12 physical (65 total damage).
Iveth the ravenous horror's Earthen Missiles hits duergar craftsmithsman for (0 exoskeleton), 71 physical, (0 exoskeleton), 12 physical (82 total damage).
Iveth the ravenous horror's Earthen Missiles hits duergar craftsmithsman for (0 exoskeleton), 71 physical, (0 exoskeleton), 12 physical (82 total damage).
Lisagawyn the ravenous horror casts Searing Light.
Lisagawyn the ravenous horror hits duergar craftsmithsman for (0 exoskeleton), 125 light (125 total damage).
Zubukira the entrenched horror's Netherblast hits duergar craftsmithsman for (0 exoskeleton), 183 temporal, (0 exoskeleton), 220 darkness (402 total damage).
duergar craftsmithsman the level 26 drem annihilator was shadowed to death by Zubukira the entrenched horror on level 3 of Lake of Nur.





























































































