








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 29 / 43% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 29 on the 76th Haze 122nd year of Ascendancy at 16:20 / 1 |
Primary Stats
Strength | 48 (base 12) |
Dexterity | 68 (base 33) |
Constitution | 53 (base 12) |
Magic | 76 (base 48) |
Willpower | 38 (base 12) |
Cunning | 77 (base 42) |
Resources
Mana | 325/428 |
Psi | 128/128 |
Life | -190/898 |
Steam | 100/100 |
Stamina | 214/254 |
Insanity | 25/100 |
Healing Factor | 1.4145784192899 |
Regeneration | 22.986899313461 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +36.63374596402% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 11 |
Infravision | 12 |
See Stealth | 82.490686825285 |
See Invisible | 82.490686825285 |
Offense: Barehand
Damage | 85 |
Accuracy | 75 |
Crit Chance | 50% |
APR | 9 |
Speed | 0.80 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Nature | +27% |
Lightning | +3% |
Light | +20% |
Darkness | +10% |
Blight | +10% |
Acid | +15% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 43 (99.687909656376%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 49 |
Spell Save | 38 |
Mental Save | 38 |
Defense: Resistances
Darkness | + 28%( 70%) |
Lightning | + 49%( 70%) |
Nature | + 67%( 70%) |
Temporal | + 29%( 70%) |
Blight | + 26%( 70%) |
Cold | + 33%( 70%) |
Fire | + 30%( 70%) |
All | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 38% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 22% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse 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 and reflecting at most 480 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Tentacles | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Pugilism | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Magical combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 27. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed pouch of faeros ash. * You've found the needed pouch of luminous horror 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 snow giant kidney. * You've found the needed length of troll intestine. * You've found the needed bear paw. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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
Psionic focus | ![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 40 damage and reducing their armor On weapon crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +12 lightning When wielded/worn: Accuracy: +16 (+4 eff.) Physical crit. chance: +13.0% Physical power: +16 (+4 eff.) Defense: +16 (+4 eff.) Changes stats: +12 Str / +13 Dex / +16 Mag / +21 Wil / +17 Cun / +14 Con Changes resistances: +3% lightning Changes damage: +3% lightning Disarm immunity: +64% Massive two-handed swords. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% nature / +3% blight Changes damage: +20% light Reduces incoming crit damage: 10.00% Maximum life: +40.00 Light radius: +8 See stealth: +10 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +9 Defense: +6 (+1 eff.) Fatigue: +3% Changes stats: +4 Cun / +4 Dex Changes resistances: +4% all Physical save: +8 (+3 eff.) Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 A hat made of leather. Very stylish. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +5 (+1 eff.) Armour: +4 Damage when hit (Melee): 4 cold Changes stats: +2 Con Stamina each turn: +3.00 It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 938 Base Damage: 432 Armor: 27 All Resist: 32 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. * Gain a 40% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +24% nature Changes damage: +12% nature Maximum encumbrance: +22 Life regen: +6.00 Maximum life: +46.00 Maximum mana: +20.00 Maximum vim: +20.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +1% Healing mod.: +12% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +30% Life regen: +4.00 Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Dex / +3 Cun / +6 Lck Changes resistances: +6% temporal Trap disarming bonus: +5 Stealth bonus: +6 Cut immunity: +20% Stamina each turn: +0.30 Mana each turn: +0.30 Psi each turn: +0.30 Only die when reaching: -20.00 life Maximum life: +40.00 Infravision radius: +3 A belt that goes around your waist. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +4 Fatigue: -3% Changes resistances: +8% fire / +11% cold Changes resistances penetration: +15% cold Maximum encumbrance: +22 Physical save: +17 (+6 eff.) Silence immunity: +22% Confusion immunity: +28% Pinning immunity: +15% Stun/Freeze immunity: +22% Knockback immunity: +15% Teleport immunity: +100% Stamina each turn: +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +2 Changes stats: +3 Str / +2 Dex / +5 Cun Changes resistances: +5% darkness Talent cooldown: Double Strike (-1 turn) Talent granted: +5 Iron Grip Physical save: +7 (+2 eff.) Disarm immunity: +100% Infravision radius: +2 When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +3 Crit. chance: +15.0% Attack speed: 125% When this weapon hits: Set Up (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +9 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +6 Str / +9 Mag / +6 Cun / +5 Con Changes resistances: +30% lightning Physical save: +10 (+3 eff.) Stun/Freeze immunity: +50% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
![]() 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. |
![]() 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. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes resistances: +15% cold / +21% temporal Changes damage: +24% cold / +30% temporal Pinning immunity: +44% Knockback immunity: +44% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +2 Str / +1 Dex Changes resistances: +3% cold Reduces incoming crit damage: 15.00% Blindness immunity: +21% Light radius: +3 Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +9% cold / +15% fire Changes damage: +6% mind / +3% fire Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 nature Changes resistances: +6% nature Changes resistances penetration: +15% light Changes damage: +9% light / +6% cold Disarm immunity: +37% Pinning immunity: +27% Knockback immunity: +31% Maximum life: +31.00 Rings make your fingers look great! |
![]() Dawntickler (27-40 power, 6 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +16 light Damage (radius 1) on hit: +4 light When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +13.0% Physical power: +12 (+3 eff.) Changes stats: +3 Con Changes damage: +6% lightning Critical mult.: +5.00% Stamina each turn: +3.00 Massive two-handed mauls. |
![]() steel longsword 'Loamwitch' (16-23 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 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% On weapon hit: * 20% chance to slow global speed by 54% * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Splash the target with acid dealing 177 damage over 5 turns and reducing armor and accuracy by 23 Damage (radius 2) on crit: +20 nature / +20 temporal When wielded/worn: Changes stats: +3 Con Changes resistances: +9% temporal Sharp, long, and deadly. |
![]() Gytira the Frigidsweep (14-20 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.5 - 20.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +22 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 7 acid Damage when hit (Melee): 6 acid Changes stats: +2 Mag / +2 Wil / +2 Cun / +5 Con Talent granted: +1 Block Reduces incoming crit damage: 15.00% Infravision radius: +2 See invisible: +15 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 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. |
![]() Cracklenull (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +9% fire Changes damage: +9% lightning Reduces incoming crit damage: 15.00% Physical save: +18 (+6 eff.) Blindness immunity: +10% Only die when reaching: -40.00 life Spellpower: +7 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of hardened leather boots 'Lightrazor' (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 light Changes resistances: +9% cold Changes resistances penetration: +10% light / +20% cold Changes damage: +9% acid / +30% light Spellpower: +6 (+2 eff.) A pair of boots made of leather. |
![]() Xeratira the Singebraze (11 def, 11 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +11 (+2 eff.) Fatigue: +12% Changes stats: +4 Cun Changes damage: +3% fire Critical mult.: +20.00% Mental save: +12 (+4 eff.) Psi when hit: +0.08 Maximum hate: +4.00 Mental crit. chance: +8% A suit of armour made of mail. |
![]() dwarven-steel mail armour of natural resilience (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Changes resistances: +12% nature / +11% blight Reduced damage from: +7% Unnatural A suit of armour made of mail. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Changes stats: +2 Str / +5 Wil Changes resistances: +6% physical Changes damage: +9% mind / +7% fire Mental save: +8 (+3 eff.) Mental crit. chance: +3% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By RockKamehameha the Skeleton Adventurer level 23
46th Haze 122nd year of Ascendancy at 00:50 see stats
By RockKamehameha the Skeleton Adventurer level 12
1st Dusk 122nd year of Ascendancy at 04:30 see stats
By RockKamehameha the Skeleton Adventurer level 22
7th Haze 122nd year of Ascendancy at 21:35 see stats
By RockKamehameha the Skeleton Adventurer level 26
65th Haze 122nd year of Ascendancy at 03:11 see stats
By RockKamehameha the Skeleton Adventurer level 29
70th Haze 122nd year of Ascendancy at 23:48 see stats
By RockKamehameha the Skeleton Adventurer level 10
1st Summertide 122nd year of Ascendancy at 03:52 see stats
By RockKamehameha the Skeleton Adventurer level 20
67th Dusk 122nd year of Ascendancy at 01:24 see stats
By RockKamehameha the Skeleton Adventurer level 22
16th Haze 122nd year of Ascendancy at 09:56 see stats
By RockKamehameha the Skeleton Adventurer level 28
70th Haze 122nd year of Ascendancy at 08:46 see stats
By RockKamehameha the Skeleton Adventurer level 26
66th Haze 122nd year of Ascendancy at 23:23 see stats
By RockKamehameha the Skeleton Adventurer level 25
63rd Haze 122nd year of Ascendancy at 12:21 see stats
By RockKamehameha the Skeleton Adventurer level 5
4th Mirth 122nd year of Ascendancy at 06:17 see stats
By RockKamehameha the Skeleton Adventurer level 9
8th Mirth 122nd year of Ascendancy at 18:15 see stats
By RockKamehameha the Skeleton Adventurer level 22
38th Haze 122nd year of Ascendancy at 02:36 see stats
By RockKamehameha the Skeleton Adventurer level 23
46th Haze 122nd year of Ascendancy at 13:21 see stats
By RockKamehameha the Skeleton Adventurer level 19
66th Dusk 122nd year of Ascendancy at 02:40 see stats
Log
RockKamehameha lashes out with a spinning backhand.
RockKamehameha throws two quick punches.
RockKamehameha casts Earthen Missiles.
RockKamehameha's spell attains critical power!
RockKamehameha casts Earthen Missiles.
RockKamehameha's spell attains critical power!
RockKamehameha's spell attains critical power!
RockKamehameha performs a melee critical strike against Shadow!
RockKamehameha casts Earthen Missiles.
RockKamehameha uses Dominate.
RockKamehameha performs a melee critical strike against Shadow!
RockKamehameha casts Earthen Missiles.
RockKamehameha's spell attains critical power!
RockKamehameha performs a melee critical strike against Shadow!
RockKamehameha casts Earthen Missiles.
RockKamehameha's spell attains critical power!
RockKamehameha's spell attains critical power!
RockKamehameha's spell attains critical power!
RockKamehameha hits Shadow for 0 physical, 0 darkness, 0 darkness, 0 physical, 0 darkness, 0 physical, 0 darkness, 0 arcane, 0 darkness, 0 arcane, 0 darkness, 0 arcane (0 total damage).
RockKamehameha hits Mayivena the elven blood mage for (22 deflected), 24 arcane, (23 deflected), 24 arcane, (23 deflected), 24 arcane (72 total damage).
Shadow starts to bleed.
RockKamehameha's Earthen Missiles hits Shadow for 149 physical, 26 physical (175 total damage).
RockKamehameha's Earthen Missiles hits Shadow for 155 physical damage.
RockKamehameha's Earthen Missiles killed Shadow!
Mayivena the elven blood mage uses Cursed Bolt.
Mayivena the elven blood mage's mind surges with critical power!
Shadow hits RockKamehameha for (26 flat reduction), 222 mind (222 total damage).
Shadow hits RockKamehameha for (26 flat reduction), 470 mind (470 total damage).
RockKamehameha the level 29 skeleton adventurer was mindraped to death by a shadow on level 2 of Mark of the Spellblaze.