












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | OldRPG Again Part 2 1.7.4Rework of OldRPG for compatibility with 1.7.4, simply fills in holes with the defaults. This does not cover player tiles, use a custom tile if you want to match XP. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns, and Sphynx87. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. OldRPG Again Part 1 1.7.4Rework of OldRPG for compatibility with 1.7.4, simply fills in holes with the defaults. This does not cover player tiles, use a custom tile if you want to match XP. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns, and Sphynx87. Quick Tour of Maj'Eyal 1.7.2Gives you the Quick Tour version of the Age of Ascendency campaign. Similar to Quickband for Angband. Shortens the Majeyal campaign by turning a lot of 3 level dungeons into 1 level dungeons, and 4 level dungeons into 2 level dungeons. Also gives around 2.5x XP & gold to compensate. Dreadfell goes from 9->5 levels, High Peak from 10->4. Adds 2 swap meet vendors to let you roll for extra level-appropriate items. One in Last Hope (Dala), and one in Gates of the Morning (the NPC that gives the Spider quest, after finishing that quest). Adds tab to the Game Options Menu to customize many options: including xp & gold multiplier, swap meet vendor prices & quality, and which levels to cut out of which zones (in nauseating detail). Character progression is intended to match that of regular play. In normal difficulty, you should reach T2 dungeons around lvl 10, the Master around lvl 30, and High Peak around lvl 50. The mod is still in alpha. Let me know of any bugs or balance issues. ---- New version (0.1.0) adds: Randomized mode: in this mode, the addon randomly adds back some of the missing levels so that every run is different. Select "Maj'Eyal: AoA (Random)" campaign at character creation for this mode. This mode will automatically calculate gold & xp multipliers to try to keep your progression balanced (which you can further tweak in the Game Options). Proportionally increased drops from elites & randbosses. Intended to further match progression of normal play. T1 dungeons can be now ransacked by other adventurers. Every time you enter a T1 dungeon, there's a 50% chance, another T1 dungeon is ransacked by other adventurers. You're not the only one looking to make their way in the world. (This feature is intended to force you to move onto T2 without doing all the T1 dungeons so that your starts aren't always going through the same zones. Note if you don't like this feature, you can turn it off in the Game Options.) Superloads: Overloads: Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
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. 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: Items Vault 1.7.6Donators/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:
Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. 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 | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 28 / 69% |
Size | medium |
Lifes / Deaths | Killed by Weirdling Beast at level 23 on the 76th Haze 122nd year of Ascendancy at 06:32 3 / 3Killed by snow giant boulder thrower at level 24 on the 3rd Decay 122nd year of Ascendancy at 10:58 Killed by Adota the skeleton archer at level 27 on the 6th Allure 123rd year of Ascendancy at 11:57 |
Primary Stats
Strength | 75 (base 48) |
Dexterity | 45 (base 28) |
Constitution | 33 (base 35) |
Magic | 20 (base 10) |
Willpower | 29 (base 11) |
Cunning | 44 (base 24) |
Resources
Life | 132/929 |
Stamina | 43/248 |
Steam | 100/100 |
Healing Factor | 1.4089294477288 |
Regeneration | 22.497147143162 |
Speed
Mental | -10% |
Attack | 0% |
Movement | -30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
Offense: Mainhand
Damage | 102 |
Accuracy | 49 |
Crit Chance | 39% |
APR | 25 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 20 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +17% |
Light | +10% |
Lightning | +21% |
Physical | +15% |
Cold | +30% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Acid | +12% |
Physical | +15% |
Mind | +25% |
Nature | +8% |
Defense: Base
Armour (hardiness) | 61.040164094979 (81.151787968034%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 20 |
Physical Save | 38 |
Spell Save | 22 |
Mental Save | 31 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 41%( 70%) |
Physical | + 12%( 70%) |
Cold | + 70%( 70%) |
All | + 10%( 70%) |
Lightning | + 26%( 70%) |
Light | + 37%( 70%) |
Darkness | + 33%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 31% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 80% |
Poison Resistance | 100% |
Knockback Resistance | 32% |
Inscriptions (3/3)
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 146% efficiency and cooldown mod of 77%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
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 14.0 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Shield Wall |
talent | Precise Strikes |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 115 HP on the iceblock remaining. Frozen |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
detrimental effect | The target is infected by a disease, reducing its constitution by 8 and doing 28.50 blight damage per turn. Rotting Disease |
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. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the lost defiler from death by snow giant thunderer. Escort: lost defiler (level 3 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by bee swarm. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Emeluba the hornet swarm. Escort: repented thief (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 51. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +5 Str / +3 Dex / +8 Mag / +10 Cun Mental save: +9 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 acid Changes stats: +4 Str / +3 Dex Changes resistances: +7% acid Changes damage: +5% acid Talent granted: +3 Iron Grip Critical mult.: +6.00% Disarm immunity: +80% Maximum stamina: +30.00 Spell crit. chance: +6% Mental crit. chance: +7% Infravision radius: +3 When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (radius 2) on crit: +8 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+4 eff.) Armour: +4 Changes stats: +4 Dex Changes damage: +3% acid / +3% physical It can be used to harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +5 Defense: +10 (+0 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 21 Damage (Melee): 9 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 21 Damage (Ranged): 9 physical Changes stats: +2 Cun Changes resistances penetration: +25% mind / +15% physical Hate when firing a critical mind attack: +2.00 Maximum stamina: +20.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 7.52 cold and 6.65 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 29 damage and reducing their armor Damage (Melee): +12 darkness Damage (radius 2) on crit: +19 acid / +23 nature / +12 darkness When wielded/worn: Armour penetration: +8 Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes resistances: +6% acid / +12% cold / +9% blight Changes resistances penetration: +12% acid / +8% nature Changes damage: +9% acid Sharp, long, and deadly. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +15 (+4 eff.) Fatigue: -12% Changes stats: +4 Cun / +3 Str Critical mult.: +5.00% Maximum encumbrance: +30 Physical save: +3 (+2 eff.) Life regen: +1.10 Healing mod.: +13% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+0 eff.) Ranged Defense: +8 (+6 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. This item has been sent to the Item's Vault. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +5 Str / +2 Mag Changes resistances: +18% lightning / +11% cold Changes resistances penetration: +10% lightning Changes damage: +21% lightning Stun/Freeze immunity: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +2% physical Changes damage: +12% physical Mental save: +9 (+5 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +9.20 Stamina each turn: +1.10 Maximum stamina: +10.00 Maximum hate: +6.00 A suit of armour made of mail. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 162% efficiency and cooldown mod of 86%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 357 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() hateful iron waraxe of massacre (17-24 power, 2 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +6% Living One-handed war axes. |
![]() arcing dwarven-steel waraxe (21-29 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage One-handed war axes. |
![]() impenetrable voratun mail armour (5 def, 27 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +27 Defense: +5 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 15] powerful frost salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 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 pain suppressor salve [power 106] simple pain suppressor salve [power 106]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -106 life and reduces all damage by 11% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
potent water salve [power 13] potent water salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (13% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 32/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered 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. |
![]() 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. |
Achievements
By doot the Skeleton Bulwark level 23
76th Haze 122nd year of Ascendancy at 12:47 see stats
By doot the Skeleton Bulwark level 12
23rd Dusk 122nd year of Ascendancy at 13:37 see stats
By doot the Skeleton Bulwark level 23
76th Haze 122nd year of Ascendancy at 13:19 see stats
By doot the Skeleton Bulwark level 10
4th Flare 122nd year of Ascendancy at 09:15 see stats
By doot the Skeleton Bulwark level 20
73rd Haze 122nd year of Ascendancy at 02:04 see stats
By doot the Skeleton Bulwark level 23
76th Haze 122nd year of Ascendancy at 12:47 see stats
By doot the Skeleton Bulwark level 28
31st Regrowth 123rd year of Ascendancy at 06:02 see stats
By doot the Skeleton Bulwark level 24
3rd Decay 122nd year of Ascendancy at 10:58 see stats
By doot the Skeleton Bulwark level 11
5th Flare 122nd year of Ascendancy at 10:18 see stats
By doot the Skeleton Bulwark level 23
76th Haze 122nd year of Ascendancy at 12:47 see stats
By doot the Skeleton Bulwark level 28
31st Regrowth 123rd year of Ascendancy at 06:01 see stats
By doot the Skeleton Bulwark level 20
73rd Haze 122nd year of Ascendancy at 16:55 see stats
Log
Nerynor the master vampire's Grenade Launcher hits doot for (142 blocked), 0 acid, (15 blocked), 0 fire (0 total damage).
Doot is not affected anymore by the salve.
doot HEALS from blight damage!
Rotting Disease from Nerynor the master vampire hits doot for (21 blocked), 0 blight (0 total damage).
Ninurlhing's acid area effect hits Medic turret for 14 acid damage.
Ninurlhing's acid area effect hits Nerynor the master vampire for (8 exoskeleton), 8 acid (8 total damage).
Ninurlhing's acid area effect hits Losselhing for 16 acid damage.
Ninurlhing's acid area effect hits doot for (15 blocked), 0 acid (0 total damage).
Losselhing's ice storm area effect hits Medic turret for 24 cold damage.
Losselhing's ice storm area effect hits Nerynor the master vampire for (5 exoskeleton), 5 cold (5 total damage).
Losselhing's ice storm area effect hits doot for (11 blocked), 0 cold (0 total damage).
Medic turret receives 47 healing.
Nerynor the master vampire receives 40 healing from Medic turret.
Medic turret hits doot for (4 blocked), 0 physical (0 total damage).
Doot activates Precise Strikes.
Nerynor the master vampire shoots!
Nerynor the master vampire's Shoot hits doot for (31 to ice), 46 physical, (6 to ice), 9 fire (56 total damage).
Doot has survived the set up.
Doot resists!
Losselhing's ice storm area effect hits Medic turret for 27 cold damage.
Losselhing's ice storm area effect hits Nerynor the master vampire for (5 exoskeleton), 5 cold (5 total damage).
Losselhing's ice storm area effect hits doot for (4 to ice), 6 cold (6 total damage).
Rotting Disease from Nerynor the master vampire hits doot for (8 to ice), 12 blight (12 total damage).
Medic turret receives 47 healing.
Nerynor the master vampire receives 40 healing from Medic turret.
Medic turret hits doot for (1 to ice), 2 physical (2 total damage).
Nerynor the master vampire uses Block.
Doot uses Create Tinker.