








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This 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 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official 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 | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 18 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Velurilaith the temporal stalker at level 11 on the 7th Flare 122nd year of Ascendancy at 04:35 0 / 6Killed by Vorossra the bandit at level 13 on the 10th Flare 122nd year of Ascendancy at 08:22 Killed by Urkis, the High Tempest at level 18 on the 23rd Dusk 122nd year of Ascendancy at 00:18 Killed by Xerobeth the vampire rat at level 18 on the 26th Dusk 122nd year of Ascendancy at 01:33 Killed by Xerobeth the vampire rat at level 18 on the 26th Dusk 122nd year of Ascendancy at 05:47 Killed by Xerobeth the vampire rat at level 18 on the 26th Dusk 122nd year of Ascendancy at 07:20 |
Primary Stats
| Strength | 42 (base 12) |
| Dexterity | 39 (base 22) |
| Constitution | 29 (base 12) |
| Magic | 26 (base 25) |
| Willpower | 24 (base 12) |
| Cunning | 54 (base 46) |
Resources
| Life | 0/494 |
| Mana | 239/272 |
| Stamina | 134/156 |
| Psi | 114/114 |
| Healing Factor | 1.4532160804021 |
| Regeneration | 5.667542713568 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 5 |
| See Invisible | 12 |
Offense: Barehand
| Damage | 54 |
| Accuracy | 31 |
| Crit Chance | 16% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| Blight | +6% |
| Arcane | +16% |
| Fire | +10% |
| Nature | +8% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 17 |
| Physical Save | 42 |
| Spell Save | 18 |
| Mental Save | 28 |
Defense: Resistances
| Darkness | + 5%( 70%) |
| Light | + 6%( 70%) |
| Nature | + 9%( 70%) |
| Physical | + 6%( 70%) |
| Fire | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 44.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Pugilism | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Magical combat | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cunning / Tactical | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed training | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Apply Poison |
| talent | Arcane Combat |
| talent | Striking Stance |
| talent | Insidious Poison |
| talent | Numbing Poison |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 16.59 fire damage per turn. Burning |
| beneficial effect | Countering melee attacks: Has a 23% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
| detrimental effect | The target is confused, acting randomly (chance 37%) and unable to perform complex actions. Confused |
| beneficial effect | The target is in the middle of a combo chain and has earned 1 combo points. 1 Combo |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 15)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 6)You completed the challenge and received: Random Artifact: Belaremira of cure ailments [power 2] (14 cooldown) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 18) | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | Thunderwilder the steel greatmaul (27.5-41.25 power, 2 apr)5.0 T2 greatmaul 1H weapon [Random Unique] Arcane/Psionic Power 27.5 - 41.2 Physical Uses 72% Wil Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 blight On Hit.r1 +4 physical On Crit.r2 +8 lightning On Hit: * 12% chance to disease * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Massive two-handed mauls. |
| On hands | Crystalline Iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Unique] Arcane A part of set. While equipped: Stats +3 Con +3 Wil dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +10% arcane ----- def ----- Armour +1 Unarmed combat: Power 12.2 - 17.2 Physical Uses 24% Wil, 64% Cun Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Dmg.conv 100% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Metal gloves protecting the hands up to the middle of the lower arm. Transformed with the power of the Spellblaze. |
| On head | hardened leather cap 'Isurialdama' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Str +2 Dex +1 Mag +3 Cun +4 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% arcane +6% blight Apr +5 ----- def ----- Armour +3 Fatigue +3% Phys.save +17 (+6 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +1.00 A cap made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | solipsist's copper ring0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) Rings can have magical properties. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6% light +5% darkness A belt that goes around your waist. |
| Main armor | troll-hide cured leather armour of stability (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +6% physical Phys.save +12 (+4 eff.) Max.HP +43.00 HP.reg +3.50 Heal.mod +11% A suit of armour made of leather. |
| On feet | Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+2 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 8% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (60 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (104 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 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. |
| Cloak | enveloping linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | dwarven lantern of clarity1.0 T5 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +8 (+4 eff.) ---------- misc Light +4 See.Stealth +5 See.Invis +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Inventory
medical injector implant of the wizard (efficiency 104% / cooldown 93%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 104% efficiency and cooldown mod of 93%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 104% / cooldown 86%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 104% efficiency and cooldown mod of 86%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.6 steam per turn. Can be activated for an instant burst of 27 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
manasurge rune (785% regen over 10 turns; 39 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 785% for 10 turns and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 221 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 221 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 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. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
titan's voratun ring of corrosion (+22%)0.1 T5 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +4 (+1 eff.) Rings can have magical properties. |
insidious steel longsword (16.5-23.1 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature Power 16.5 - 23.1 Physical Uses 60% Wil Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 insidious poison Sharp, long, and deadly. |
steel waraxe (15.5-21.7 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 15.5 - 21.7 Physical Uses 60% Wil Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe of massacre (20.5-28.7 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 20.5 - 28.7 Physical Uses 60% Wil Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
brawler's rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +1 Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 7.0 - 7.7 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% crit / acc Acc +4 Apr +1 Crit +5.0% Atk.spd 167% On Hit: 10% Set Up 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+6 eff.) ----- def ----- Armour +1 Unarmed combat: Power 10.5 - 14.7 Physical Uses 24% Wil, 64% Cun Acc+ +0.1% dam / acc Acc +5 Apr +3 Crit +6.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 6.5 - 7.2 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's rough leather hat of strength (+2) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A hat made of leather. Very stylish. |
rough leather hat (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of predation (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+6 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save +15 (+7 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Belaremira of cure ailments [power 2] (14 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +1% ---------- misc Light +1 Telepathy Demon/Minor Demon/Major Remove up to 2 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 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. |
quartz0.0 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. |
5 ametrine0.0 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. |
3 zircon0.0 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. |
Achievements
Infinite x10
Got to level 10 of the infinite dungeon.By InfinitelySkeventor the Skeleton Adventurer level 10
2nd Flare 122nd year of Ascendancy at 03:02 see stats
Level 10
Got a character to level 10.By InfinitelySkeventor the Skeleton Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 23:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By InfinitelySkeventor the Skeleton Adventurer level 18
24th Dusk 122nd year of Ascendancy at 00:42 see stats
Log
Talent Telekinetic Grasp is ready to use.
Talent Dig is ready to use.
Talent Realign is ready to use.
Talent Combination Kick is ready to use.
Burning from Xerobeth the vampire rat hits InfinitelySkeventor for (19 resist armour), 7 fire (8 total damage).
InfinitelySkeventor stops burning.
Talent Double Strike is ready to use.
Xerobeth the vampire rat receives 48 healing.
InfinitelySkeventor throws two quick punches.
InfinitelySkeventor misses Xerobeth the vampire rat.
Xerobeth the vampire rat slows down.
InfinitelySkeventor is on fire!
Xerobeth the vampire rat performs a melee critical strike against InfinitelySkeventor!
InfinitelySkeventor counters the attack!
Xerobeth the vampire rat uses Greater Weapon Focus.
Xerobeth the vampire rat's spell attains critical power!
InfinitelySkeventor shrugs off the effect 'Burning Shock'!
Greater Weapon Focus from Xerobeth the vampire rat performs a melee critical strike against InfinitelySkeventor!
Xerobeth the vampire rat hits InfinitelySkeventor for (4 resist armour), 0 temporal, (19 resist armour), 0 physical, (6 resist armour), 0 acid, (6 resist armour), 0 temporal, (6 resist armour), 0 fire, (19 resist armour), 1 physical, (7 resist armour), 0 darkness, (6 resist armour), 0 fire, (18 resist armour), 0 physical, (6 resist armour), 0 acid, (6 resist armour), 0 temporal, (6 resist armour), 0 fire, (19 resist armour), 0 physical, (7 resist armour), 0 darkness, (6 resist armour), 0 fire, (6 resist armour), 0 fire, (19 resist armour), 8 fire (11 total damage).
Greater Weapon Focus from Xerobeth the vampire rat hits InfinitelySkeventor for (19 resist armour), 8 physical, (7 resist armour), 0 darkness (9 total damage).
InfinitelySkeventor hits Xerobeth the vampire rat for 23 arcane damage.
Xerobeth the vampire rat receives 48 healing.
Xerobeth the vampire rat hits InfinitelySkeventor for (4 resist armour), 0 temporal (0 total damage).
Burning from Xerobeth the vampire rat hits InfinitelySkeventor for (19 resist armour), 1 fire (2 total damage).
InfinitelySkeventor's Beyond the Flesh hits Xerobeth the vampire rat for 3 physical, 6 blight, 3 physical (13 total damage).
InfinitelySkeventor misses Xerobeth the vampire rat.
Xerobeth the vampire rat uses Dual Strike.
Saving game...






















































































