


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | S&M Training 1.0.0Allows training of Staff Combat from the staff carver in Elvala, and Mindstar Mastery at Night's Star in Shatur. 50 gold buys the tree locked at 1.0, 750 gets it unlocked. Classes who start with the tree locked can pay 750 to unlock it at their mastery level (this may change depending on feedback.) Additionally, the Potion of Martial Prowess in the Infinite Dungeon grants both Staff Combat and Mindstar Mastery as locked trees at 1.0 mastery. Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Golem Can Pass 1.6.0Fixes an apparent bug in game releases 1.6.0 thru 1.7.6, restoring the ability of Alchemist golems (and other NPCs) to displace and push past non-hostile NPCs. Also available as part of the Bugnibus Bugfix Pack. [NOTE: We anticipate/hope that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.] Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Mindstar Mindslayer 1.5.0Adds the Wild Gift/Mindstar Mastery talent tree (unlocked) to Mindslayers. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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:
Less pinky nightmare curse 1.5.5Addon limits nightmare curse effect visuals (prevent unreadable pink screen) From v1.1.0 effect now limited by 2 stages. {{ Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Items Vault 1.6.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Convenient Digging 1.5.5 No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. TK Mindstars Are Weapons 1.5.0Modifies Beyond the Flesh and related talents so that telekinetically wielded mindstars are treated as weapons, attacking adjacent foes rather then pulling them in from afar. (One minor exception: the Kinetic Aura, Thermal Aura and Charged Aura talents still follow their original behaviour with mindstars, doing damage to adjacent enemies once per turn rather than extra damage per weapon hit; modifying this behavior was deemed too difficult. We Apologize for the Inconvenience.™) Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. 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.
|
Campaign | Arena |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Annihilator |
Level / Exp | 49 / 81% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 156 (base 60) |
Dexterity | 82 (base 60) |
Constitution | 108 (base 60) |
Magic | 63 (base 60) |
Willpower | 60 (base 60) |
Cunning | 104 (base 60) |
Resources
Life | 2271/2271 |
Positive | 174/174 |
Steam | 142/142 |
Healing Factor | 1.8287769784172 |
Regeneration | 26.060071942445 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +106% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 10 |
See Stealth | 146.39510721903 |
See Invisible | 146.39510721903 |
Offense: Mainhand
Damage | 97 |
Accuracy | 71 |
Crit Chance | 42% |
APR | 38 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 43 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
Fire | +19% |
Light | +44% |
Offense: Damage Penetration
All | +25% |
Defense: Base
Armour (hardiness) | 47.613558575365 (100%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 89 |
Spell Save | 75 |
Mental Save | 84 |
Defense: Resistances
Lightning | + 43%( 70%) |
Light | + 34%( 70%) |
Darkness | + 41%( 70%) |
Blight | + 38%( 70%) |
Physical | + 46%( 70%) |
Fire | + 59%( 70%) |
All | + 25%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 90% |
Poison Resistance | 80% |
Disarm Resistance | 80% |
Inscriptions (5/5)
Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.3 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.3 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 708 damage for 7 turns. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.2 steam per turn. Can be activated for an instant burst of 86 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Magnetism | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemical warfare | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Demolition | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Artillery | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Turrets | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Mecharachnid | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Heavy weapons | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Gadgets | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Ghoul | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Miasma Engine |
talent | Through The Crowd |
talent | Chant of Fortitude |
talent | Exoskeleton |
talent | Chemical Grenade |
talent | Rocket Pod |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | Increases physical save, spell save, and mental save by 20. Global speed increased by 6%. Through The Crowd |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 34% and triggers a radius 6 conal explosion dealing 44% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 24 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | ![]() Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 189 nature damage and pinning them for 3 turns Damage (Ranged): +31 fire Damage (radius 2) on crit: +15 fire Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Light radius: +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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +4 Str / +8 Cun Mental save: +11 (+2 eff.) A cap made of leather. |
On hands | ![]() Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Talent granted: +3 Iron Grip Disarm immunity: +80% When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 165 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 17 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Damage (Melee): 12 light Damage (Ranged): 24 light Changes stats: +7 Dex / +3 Mag / +7 Cun Changes damage: +15% light Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +4 Dex Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +5 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 On weapon hit: * splashes acid on your target dealing 57 damage and reducing their armor Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +5 (+2 eff.) Fatigue: -8% Changes stats: +5 Cun / +5 Dex Maximum encumbrance: +20 Spell save: +7 (+2 eff.) Mental crit. chance: +7% Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Cunning 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 62.5 - 75.0 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +198 On weapon hit: * Deal physical damage equal to your armor (48) When wielded/worn: Armour: +15 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +24% lightning / +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Stun/Freeze immunity: +40% Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 29 power out of 60/60) : Effective talent level: 1.5 Power cost: 29 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 97.31 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | ![]() Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +9 Armour Hardiness: +20% Defense: +4 (+1 eff.) Fatigue: +17% Changes stats: +2 Wil Changes resistances: +18% blight / +10% darkness Life regen: +4.00 Maximum life: +20.00 Light radius: +2 Healing mod.: +14% A suit of armour made of mail. |
Inventory
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +4 Mag Life regen: +2.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% nature Changes damage: +12% nature Physical save: +8 (+1 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +11% temporal Changes damage: +11% temporal Rings can have magical properties. |
![]() Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 It can be used to activate talent Flare (costing 12 power out of 25/25) : Effective talent level: 3.9 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 6 turns. Enemies within the illuminated area lose 32 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. Slings are used to hurl stones or metal shots at your foes. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 12 turns. Medical salve. |
simple healing salve [power 150] simple healing salve [power 150]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 150 Activation puts Talent Medical Injector on cooldown for 8 turns. Medical salve. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
By Arena the Ghoul Annihilator level 29
76th Pyre 122nd year of Ascendancy at 12:48 see stats
By Arena the Ghoul Annihilator level 45
79th Pyre 122nd year of Ascendancy at 18:28 see stats
By Arena the Ghoul Annihilator level 10
74th Pyre 122nd year of Ascendancy at 19:18 see stats
By Arena the Ghoul Annihilator level 20
75th Pyre 122nd year of Ascendancy at 07:58 see stats
By Arena the Ghoul Annihilator level 30
76th Pyre 122nd year of Ascendancy at 15:51 see stats
By Arena the Ghoul Annihilator level 40
78th Pyre 122nd year of Ascendancy at 18:01 see stats
By Arena the Ghoul Annihilator level 49
1st Mirth 122nd year of Ascendancy at 20:56 see stats
By Arena the Ghoul Annihilator level 30
76th Pyre 122nd year of Ascendancy at 18:21 see stats
By Arena the Ghoul Annihilator level 30
76th Pyre 122nd year of Ascendancy at 18:15 see stats
By Arena the Ghoul Annihilator level 41
79th Pyre 122nd year of Ascendancy at 04:21 see stats
Log
Arena no longer feels strong.
Talent Spell Feedback is ready to use.
Mecharachnid (servant of Arena) stops regenerating health quickly.
Resting starts...
Talent Lock On is ready to use.
Your summoned guardian turret disappears.
Your summoned guardian turret disappears.
steamgun turret looks less powerful.
Your summoned steamgun turret disappears.
Talent Pain Enhancement System is ready to use.
Talent Steamgun Turret is ready to use.
Talent Overclock is ready to use.
Talent Hunker Down is ready to use.
Talent Implant: Steam Generator is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Arena deactivates Miasma Engine.
Arena deactivates Chemical Grenade.
Arena deactivates Rocket Pod.
Arena deactivates Through The Crowd.
Arena deactivates Exoskeleton.
Arena deactivates Chant of Fortitude.
Mecharachnid (servant of Arena) deactivates Daunting Presence.
Mecharachnid (servant of Arena) deactivates Through The Crowd.
Mecharachnid (servant of Arena) deactivates Bone Shield.
Mecharachnid (servant of Arena) deactivates Mecharachnid Link.