














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Annihilator |
Level / Exp | 20 / 65% |
Size | medium |
Lifes / Deaths | Killed by Yvema the ghoul at level 20 on the 79th Haze 122nd year of Ascendancy at 07:38 / 1 |
Primary Stats
Strength | 32 (base 10) |
Dexterity | 53 (base 25) |
Constitution | 30 (base 26) |
Magic | 10 (base 10) |
Willpower | 23 (base 10) |
Cunning | 69 (base 48) |
Resources
Life | -121/527 |
Steam | 92/100 |
Healing Factor | 1.1592147729953 |
Regeneration | 0.28980369324882 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 47 |
Accuracy | 53 |
Crit Chance | 32% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Mind | +9% |
Cold | +9% |
Blight | +6% |
Physical | +3% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +32% |
Physical | +22% |
All | +12% |
Defense: Base
Armour (hardiness) | 45.522593642275 (62.32946707186%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 34 |
Physical Save | 25 |
Spell Save | 31 |
Mental Save | 46 |
Defense: Resistances
Blight | + 6%( 70%) |
Arcane | + 6%( 70%) |
Mind | + 19%( 70%) |
All | 0%( 70%) |
Lightning | + 26%( 70%) |
Temporal | + 30%( 70%) |
Darkness | + 3%( 70%) |
Cold | + 34%( 70%) |
Fire | + 20%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 22% |
Bleed Resistance | 100% |
Confusion Resistance | 46% |
Fear Resistance | 100% |
Pinning Resistance | 94% |
Poison Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Constitution stat. |
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 278 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 69 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 412 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Steamtech / Gadgets | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved spell save by +12. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by treant. Escort: worried loremaster (level 3 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 within3 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. | done |
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 | ![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +11.0% Capacity: 15 On weapon hit: * 20% chance to slow global speed by 49% On weapon crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 fire / +4 nature Damage (radius 1) on hit: +12 nature Damage (radius 2) on crit: +16 fire When wielded/worn: Talent granted: +1 Saw Shell 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: Physical crit. chance: +2.0% Damage when hit (Melee): 10 fire Changes resistances: +5% fire Changes damage: +6% lightning / +3% physical / +9% mind Only die when reaching: -60.00 life 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 | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +25 (+7 eff.) Armour: +4 Fatigue: +4% Changes resistances: +13% mind Changes resistances penetration: +20% lightning / +10% physical Changes damage: +6% blight Critical mult.: +15.00% Mental save: +17 (+6 eff.) Confusion immunity: +25% Light radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +1 Wil Changes resistances: +3% fire Equilibrium when hit: +0.04 Psi when hit: +0.08 Maximum hate: +4.00 Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% lightning Physical save: +7 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +13 (+5 eff.) Disarm immunity: +22% Confusion immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +32.00 Maximum hate: +2.00 Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Dex / +7 Wil / +5 Cun Changes resistances: +6% blight / +9% nature / +6% mind Mental save: +6 (+2 eff.) Poison immunity: +12% Disease immunity: +11% Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +1 Physical crit. chance: +1.0% Changes stats: +3 Cun Changes resistances: +12% fire / +10% temporal / +10% cold Pinning immunity: +22% Knockback immunity: +23% Only die when reaching: -60.00 life Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +4 cold Damage (radius 2) on crit: +12 light Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +12 Physical power: +7 (+2 eff.) Changes stats: +2 Str Changes resistances: +3% cold Changes resistances penetration: +12% all Changes damage: +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 6 mind Changes stats: +3 Str / +4 Con Physical save: +3 (+2 eff.) Maximum life: +38.00 Maximum stamina: +20.00 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Cunning 11 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +17 Damage (Melee): +11 lightning / +11 cold When wielded/worn: Armour: +2 Fatigue: +8% Damage when hit (Melee): 3 lightning On shield block: * Deals 117 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +1 Dex / +1 Wil Changes resistances: +11% lightning / +11% cold Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Changes resistances: +10% nature / +10% cold Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() Requires: - Heavy armour training - Strength 20 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +18 Armour Hardiness: +0% Defense: +2 (+1 eff.) Fatigue: +13% Effects on melee hit: * 10% chance to reduce damage dealt by 19% Damage when hit (Melee): 30 physical Changes stats: +3 Cun / +4 Wil Changes resistances: +6% lightning / +20% temporal / +6% arcane / +3% darkness Changes damage: +9% lightning Spell save: +11 (+5 eff.) Mental save: +12 (+4 eff.) 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: 0.0 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 135% efficiency and cooldown mod of 65%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 104% efficiency and cooldown mod of 65%. 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.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 91% efficiency and cooldown mod of 90%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() acid wave rune (damage 86; dur 4; cd 19) 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 86.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Viperorder the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 49% Damage when hit (Melee): 8 temporal Changes resistances: +13% lightning / +3% nature Changes resistances penetration: +25% fire Changes damage: +3% nature Stun/Freeze immunity: +21% Amulets make your neck look great! |
![]() mindweaver's steel amulet of strength (+4) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str / +2 Wil Mental save: +6 (+2 eff.) Confusion immunity: +11% Mindpower: +7 (+3 eff.) Amulets make your neck look great! |
![]() marksman's steel ring of blight (+12%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +12% blight Changes damage: +12% blight Rings make your fingers look great! |
![]() elemental iron battleaxe (12-18 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.0 - 18.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 16 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +10% lightning Changes damage: +10% lightning Massive two-handed battleaxes. |
![]() Glyrin the steel longsword (14-20 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +6 nature Damage (radius 1) on hit: +4 mind When wielded/worn: Changes stats: +4 Wil Critical mult.: +15.00% Mental save: +12 (+4 eff.) Equilibrium when hit: +0.08 Mindpower: +15 (+7 eff.) Sharp, long, and deadly. |
![]() Silovea the Searfoe Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 When this weapon hits: Arcane Vortex (10% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +25% arcane / +20% fire Changes damage: +15% arcane / +6% fire Maximum mana: +60.00 Spellpower: +6 (+5 eff.) Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Changes resistances penetration: +5% mind / +10% light Critical mult.: +10.00% Maximum life: +32.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +1 Con Changes resistances: +1% physical Physical save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Disease immunity: +20% Disarm immunity: +10% Only die when reaching: -60.00 life A pair of boots made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 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 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. |
![]() 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. |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.0 - 27.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +9.5% Capacity: 17 Turns elapse between self-loadings: 5 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Armour: +2 Armour Hardiness: +20% Fatigue: +4% Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 174 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() elm totem of healing 'Flashvortex' [power 116] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% fire Changes damage: +18% light Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By MQQG the Skeleton Annihilator level 9
4th Flare 122nd year of Ascendancy at 03:50 see stats
By MQQG the Skeleton Annihilator level 10
5th Dusk 122nd year of Ascendancy at 18:03 see stats
By MQQG the Skeleton Annihilator level 20
60th Haze 122nd year of Ascendancy at 04:09 see stats
By MQQG the Skeleton Annihilator level 19
5th Haze 122nd year of Ascendancy at 12:38 see stats
By MQQG the Skeleton Annihilator level 9
7th Mirth 122nd year of Ascendancy at 21:44 see stats
By MQQG the Skeleton Annihilator level 14
34th Dusk 122nd year of Ascendancy at 03:46 see stats
By MQQG the Skeleton Annihilator level 15
50th Dusk 122nd year of Ascendancy at 01:38 see stats
Log
Yvema the ghoul hits MQQG for 56 fire damage.
Lava floor burns Steamgun turret!
Yvema the ghoul hits Steamgun turret for 58 fire damage.
Steamgun turret's Steamgun Turret hits Yvema the ghoul for 90 physical damage.
Lava floor heals Yvema the ghoul!
Yvema the ghoul receives 72 healing.
Talent Reactive Armor is ready to use.
Rotting Disease from Yvema the ghoul hits MQQG for 31 blight damage.
Burning from Yvema the ghoul hits MQQG for 7 fire damage.
Lava floor heals Yvema the ghoul!
Yvema the ghoul casts Fearscape Shift.
Yvema the ghoul receives 72 healing.
Yvema the ghoul hits MQQG for 93 fire damage.
Yvema the ghoul hits Something for 58 fire damage.
Yvema the ghoul receives 35 healing from Yvema the ghoul's demonfire area effect.
Yvema the ghoul's demonfire area effect hits MQQG for 23 fire damage.
Rotting Disease from Yvema the ghoul hits MQQG for 26 blight damage.
Burning from Yvema the ghoul hits MQQG for 6 fire damage.
Yvema the ghoul aims less carefully.
Lava floor heals Yvema the ghoul!
MQQG is stunned by the burning flame!
Yvema the ghoul receives 72 healing.
Yvema the ghoul hits MQQG for (26 reactive armor), 108 physical, 30 fire, 8 fire (146 total damage).
Melee retaliation hits Yvema the ghoul for 2 lightning, 5 fire, 3 mind, 15 physical (25 total damage).
MQQG's Reactive Armor hits Yvema the ghoul for 12 physical, 2 cold, 2 fire, 2 nature, 5 nature (23 total damage).
Yvema the ghoul deactivates Fearscape.
Lava floor burns MQQG!
Yvema the ghoul hits MQQG for 48 fire damage.
MQQG the level 20 skeleton annihilator was roasted to death by Yvema the ghoul on level 1 of Fearscape.
You are brought back from the Fearscape!