


























Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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:
High Quality Sounds 1.7.2Replaces a selection of sounds with higher quality versions. First release focuses primarily on UI, Actions and Talents from the base game. Future releases will handle the DLC's, various creatures and minor adjustments to tone down some sounds that prove to be an annoyance. Content consists of only sound assets to try and have the highest possible compatibility with future patches. DISCLAMER: These are not sounds I personally created from scratch but where taken from various sources. I take no credit in the creation of these sounds, only the selecting, editing, converting and packaging all this as a mod. I do this just for fun and to enhance a game I love to play. If you are an original creator and is somehow not cool with this, please let me know and I will remove that material. Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Infinite |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Skeleton |
Class | Writhing One |
Level / Exp | 25 / 44% |
Size | medium |
Lifes / Deaths | Killed by Aeridherin the bee swarm at level 25 on the 2nd Dusk 122nd year of Ascendancy at 11:30 / 1 |
Primary Stats
Strength | 69 (base 46) |
Dexterity | 30 (base 10) |
Constitution | 19 (base 13) |
Magic | 69 (base 55) |
Willpower | 19 (base 10) |
Cunning | 30 (base 10) |
Resources
Life | -30/694 |
Insanity | 40/100 |
Healing Factor | 1.2791723257555 |
Regeneration | 4.1573100587055 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 40.606190251377 |
See Invisible | 40.606190251377 |
Offense: Mainhand
Damage | 155 |
Accuracy | 46 |
Crit Chance | 19% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Arcane | +27% |
Mind | +8% |
All | 0% |
Darkness | +34% |
Light | +8% |
Physical | +11% |
Fire | +23% |
Nature | +14% |
Offense: Damage Penetration
Darkness | +35% |
Light | +25% |
Arcane | +5% |
Mind | +5% |
Fire | +20% |
Defense: Base
Armour (hardiness) | 11 (44.574340358689%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 25 |
Mental Save | 21 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 6%( 70%) |
All | + 15%( 70%) |
Lightning | + 18%( 70%) |
Light | + 24%( 75%) |
Temporal | + 18%( 70%) |
Mind | + 20%( 70%) |
Darkness | + 37%( 75%) |
Fire | + 65%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 323 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 56 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Slow death | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 12): Near SightedYou completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 15): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 22): MultiplicityTurns left: 0 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 9): Pacifist | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Dmg.mod +3% physical Res.pen +5% arcane Apr +1 ----- def ----- Armour +5 Fatigue +2% Blind- +20% Confus- +10% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 arrow ammo [Random Unique] Nature/Psionic Power 34.0 - 47.6 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Ranged+ +12 cold +20 physical On Hit.r1 +12 arcane On Crit.r2 +16 acid +8 cold +8 arcane On Hit: * 20% chance to reduce armor by 40% * 20% chance to knock the target back 3 spaces and deal 78 physical damage * 20% chance to create vines that bind the target to the ground dealing 78 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +12% arcane Melee Ret 4 arcane ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.hate +10.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Str +1 Dex +2 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+0 eff.) Resists +6% acid +16% darkness +5% arcane ---------- misc Infravis +1 A pointy cloth hat, very wizardly... |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex +3 Cun +2 Con dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +2 Defense +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% arcane +6% darkness Res.pen +20% darkness +10% light On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +5% arcane Max.HP +30.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 110% Mag, 60% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 43.81 arcane and 46.23 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+6 eff.) ---------- misc Talents +1 Soul Purge Flame: Level 3.0 Pwr.cost 3 out of 3/3. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 251.24 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 8 acid 9 mind 6 nature Dmg.mod +5% acid +5% mind +6% nature Res.pen +5% mind ----- def ----- Armour +2 Fatigue +3% Resists +14% acid +3% temporal +6% mind +3% blight +9% fire +13% nature +3% lightning 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. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +3% fire +3% arcane +3% mind Melee Ret 6 fire ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 25 out of 42/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 19 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. This item has been sent to the Item's Vault. |
Inventory
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T5 amulet jewelry Reqs Level 35 [Random Unique] Arcane/Master While equipped: Stats +9 Dex +6 Mag +9 Cun +9 Con dps ---------- Crit.mult +16.00% S.pwr/crit +5 Mov.spd +10% Dmg.mod +6% arcane +3% light Acc +10 (+3 eff.) Apr +16 On Hit (Melee): * 21% chance to slow global speed by 41% ----- def ----- Fatigue -9% Resists +5% arcane +12% light +6% nature HP.reg +5.00 ---------- misc Stam/turn +1.30 Mana/turn +0.48 Max.mana +60.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% ----- def ----- Resists +13% nature +12% blight Phys.save +18 (+9 eff.) Spell.save +12 (+6 eff.) Mind.save +13 (+7 eff.) Die.at -40.00 life Poison- +20% Disease- +23% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% darkness +10% temporal HP.reg +2.00 Heal.mod +10% Pinning- +20% Knockbk- +22% Amulets make your neck look great! |
![]() 1.0 T2 dagger 1H weapon [Ego] Master Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego++] Master Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Res.pen +7% physical Acc +16 (+5 eff.) Apr +7 Sharp, short and deadly. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 3.0 T2 mace 1H weapon [Normal] Power 14.0 - 19.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 45 [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 50% Mag 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+2 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Lightning Breath: Level 4.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 88.72 to 266.15 lightning damage (177.44 average) and be stunned for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Random Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +20 arcane While equipped: Stats +2 Str +4 Cun dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +6% physical +10% fire +5% all Acc +13 (+4 eff.) Apr +8 ----- def ----- Resists +3% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Disrupt/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +21 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 acid Melee Ret 6 acid ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +8% acid +9% lightning +7% cold +7% fire +3% all Spell.save +6 (+3 eff.) ---------- misc Talents +1 Block 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! |
![]() 3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Psionic/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +74 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block 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! |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+5 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal +3% light +3% acid +6% darkness Spell.save +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 5 darkness Dmg.mod +6% lightning +3% temporal +3% darkness Melee Ret 10 temporal ----- def ----- Armour +2 Resists +6% darkness +9% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +9 (+2 eff.) Acc +6 (+2 eff.) Apr +10 ----- def ----- Armour +2 Resists +7% blight Spell.save +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 darkness Dmg.mod +5% darkness Acc +15 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness 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. |
![]() 1.0 T3 head armor Reqs Wil 20 [Unique] Arcane/Psionic While equipped: Stats +4 Mag +10 Wil +4 Cun dps ---------- Spell.crit +3% Spell.pwr +25 (+6 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +8% blight +6% arcane Res.pen +10% lightning Melee Ret 10 vim draining blight ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 21 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 15% and all saves by 26, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T5 head armor [Ego] Arcane/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +13% darkness ----- def ----- Defense +3 (+1 eff.) Resists +19% darkness Phys.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Master/Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Phys.save +12 (+6 eff.) A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +7% Phys.save +7 (+3 eff.) Mind.save +10 (+5 eff.) A suit of armour made of mail. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T3 light armor [Ego+] Master While equipped: Stats +6 Cun +5 Dex ----- def ----- Armour +9 Defense +13 (+4 eff.) Fatigue +8% Resists +18% fire A suit of armour made of leather. |
![]() 6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +1 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +15% cold +31% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire ---------- misc Max.mana +49.00 Decaying mummy wrappings. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool Reqs Level 35 [Ego+] Master While equipped: Stats +3 Str dps ---------- Res.pen +19% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 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. |
![]() 1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +6% fire Mind.save +7 (+4 eff.) ---------- misc Light +4 See.Stealth +7 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T1 shot ammo [Normal] Power 15.5 - 18.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 117 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Mind.pwr +20 (+10 eff.) Acc +15 (+5 eff.) ----- def ----- Resists +2% physical ---------- misc Psi/ret +0.08 Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 17 cooldown 100% to heal for 43. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 140 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Petanke the Skeleton Writhing One level 24
1st Dusk 122nd year of Ascendancy at 15:26 see stats
By Petanke the Skeleton Writhing One level 21
4th Flare 122nd year of Ascendancy at 12:44 see stats
By Petanke the Skeleton Writhing One level 14
8th Mirth 122nd year of Ascendancy at 20:46 see stats
By Petanke the Skeleton Writhing One level 23
9th Flare 122nd year of Ascendancy at 20:01 see stats
By Petanke the Skeleton Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 04:17 see stats
By Petanke the Skeleton Writhing One level 20
3rd Flare 122nd year of Ascendancy at 04:56 see stats
By Petanke the Skeleton Writhing One level 17
2nd Summertide 122nd year of Ascendancy at 20:29 see stats
By Petanke the Skeleton Writhing One level 18
1st Flare 122nd year of Ascendancy at 05:32 see stats
Log
Aeridherin the bee swarm is not silenced anymore.
Aeridherin the bee swarm throws a finishing uppercut.
The Cog spins up and deflects the blow from Petanke!
Aeridherin the bee swarm hits Petanke for 101 physical, 4 darkness, 0 arcane (104 total damage).
Melee retaliation hits Aeridherin the bee swarm for (1 flat reduction), 0 light, (1 flat reduction), 0 darkness, (6 flat reduction), 0 light, (6 flat reduction), 0 darkness (0 total damage).
Something shoves Rattlesnake aside.
Petanke hits Zubuvea the shivgoroth for 11 light, 12 darkness (23 total damage).
Petanke hits Snow giant for 10 light, 13 darkness (24 total damage).
Petanke hits Rattlesnake for 10 light, 12 darkness (22 total damage).
Petanke hits Petanke for 1 light, 1 darkness (2 total damage).
Petanke hits Aeridherin the bee swarm for (10 flat reduction), 0 light, (10 flat reduction), 0 darkness (0 total damage).
Petanke hits Aeridherin the bee swarm for (11 flat reduction), 0 light, (9 flat reduction), 0 darkness (0 total damage).
Petanke hits Poliretira the giant acid ant for (8 flat reduction), 0 light, (13 flat reduction), 0 darkness (0 total damage).
Petanke hits Poliretira the giant acid ant for (9 flat reduction), 0 light, (13 flat reduction), 0 darkness (0 total damage).
Petanke hits Rattlesnake for 11 light, 13 darkness (24 total damage).
Talent Lash Out is ready to use.
Talent Decayed Bloated Horror is ready to use.
Talent Shed Skin is ready to use.
Talent Foul Convergence is ready to use.
Talent Soul Purge is ready to use.
Talent Digest is ready to use.
Talent Dig is ready to use.
Talent Diseased Tongue is ready to use.
Snow giant misses Petanke.
Aeridherin the bee swarm throws two quick punches.
Aeridherin the bee swarm performs a melee critical strike against Petanke!
Aeridherin the bee swarm hits Petanke for 58 physical, 4 darkness, 0 arcane, 77 physical (140 total damage).
Melee retaliation hits Aeridherin the bee swarm for (1 flat reduction), 0 light, (1 flat reduction), 0 darkness, (6 flat reduction), 0 light, (6 flat reduction), 0 darkness, (1 flat reduction), 0 light, (1 flat reduction), 0 darkness, (7 flat reduction), 0 light, (6 flat reduction), 0 darkness (0 total damage).
Petanke the level 25 skeleton writhing one was dissected to death by Aeridherin the bee swarm on level 22 of Infinite Dungeon.
Quest 'Infinite Dungeon Challenge (Level 22): Multiplicity' is failed! (Press 'j' to see the quest log)