Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Madness Roguelike |
Sex | Female |
Race | Skeleton |
Class | Psyshot |
Level / Exp | 22 / 3% |
Size | big |
Lifes / Deaths | Killed by Cyrenne the animated hand at level 22 on the 68th Haze 122nd year of Ascendancy at 08:14 / 1 |
Primary Stats
Strength | 29 (base 10) |
Dexterity | 37 (base 16) |
Constitution | 38.658287846071 (base 47) |
Magic | 13 (base 10) |
Willpower | 33 (base 18) |
Cunning | 55 (base 34) |
Resources
Life | -182/739 |
Steam | 60/100 |
Stamina | 250/250 |
Psi | 103/108 |
Healing Factor | 1.6260183288805 |
Regeneration | 104.34438029766 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -40% |
Spell | 0% |
Global | +74.067506496281% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 5 |
See Stealth | 5 |
See Invisible | 5 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 24 |
Accuracy | 47 |
Crit Chance | 26% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 16 |
Accuracy | 46 |
Crit Chance | 28% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Darkness | +12% |
Cold | +3% |
Fire | +17% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Cold | +10% |
Physical | +10% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 31 (64.692942254812%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 21 |
Mental Save | 31 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 42%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 35%( 70%) |
All | + 23%( 70%) |
Darkness | + 37%( 70%) |
Physical | + 37%( 70%) |
Lightning | + 53%( 70%) |
Mind | + 27%( 70%) |
Fire | + 48%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 29% |
Bleed Resistance | 100% |
Confusion Resistance | 35% |
Fear Resistance | 100% |
Stun Resistance | 63% |
Poison Resistance | 100% |
Disarm Resistance | 80% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 47 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 56 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 84%. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Molten Iron Blood |
talent | Automated Cloak Tessellation |
talent | Embedded Restoration Systems |
talent | Mechanical Arms |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 18% feedback damage from all damage done. Empathic Hex |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
detrimental effect | The target is hexed, granting it 36% chance each turn to be dazed for 3 turns. Pacification Hex |
detrimental effect | The target is hexed. Each time it uses an ability it takes 90.99 fire damage, and talent cooldowns are increased by 89% plus 1 turn. Burning Hex |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Physical power reduced by 30 Slowed by 35% Damage per turn 131 |
detrimental effect | The target is on fire, taking 5.23 fire damage per turn. Burning |
detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
detrimental effect | The target is infected by a disease, reducing its constitution by 23 and doing 56.70 blight damage per turn. Rotting Disease |
beneficial effect | The target has 44 increased life regeneration. Recovery |
beneficial effect | Increases defense by 18. Mobile Defense |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Aerassra the white wolf. Escort: injured seer (level 2 of Norgos Lair) | failed |
You failed to protect the injured seer from death by Bethuthra the polar bear. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Minotaur. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed xorn fragment. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within2 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 | Gurathra the Flaredare (0 def, 3 armour) Gurathra the Flaredare (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +11 Physical crit. chance: +8.0% Physical power: +8 (+5 eff.) Armour: +3 Changes resistances: +3% fire Changes resistances penetration: +10% physical Changes damage: +9% fire Talent granted: +1 Rocket Boots Silence immunity: +29% Confusion immunity: +35% Stun/Freeze immunity: +33% A pair of boots made of leather. |
Quiver | pouch of steel shots 'Dourbiter' (1/13, 18.5-22.2 power, 2 apr) pouch of steel shots 'Dourbiter' (1/13, 18.5-22.2 power, 2 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 13 On weapon hit: * 20% chance to reduce damage dealt by 21% * 20% chance to reduce strength, dexterity, and constitution by 11 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 40 physical damage * 20% chance to create vines that bind the target to the ground dealing 208 nature damage and pinning them for 3 turns Travel speed: +200% Damage (Ranged): +8 blight / +10 darkness Damage (radius 1) on hit: +4 blight Damage (radius 2) on crit: +12 darkness Damage against: +7% Living When wielded/worn: Talent granted: +3 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | Hailpeal the brass lantern Hailpeal the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% blight Changes resistances penetration: +10% cold Reduces incoming crit damage: 10.00% Poison immunity: +20% Life regen: +2.00 Only die when reaching: -80.00 life Maximum life: +40.00 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 | Koredrahad (2 def, 0 armour) Koredrahad (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +18% darkness Changes resistances penetration: +20% mind Changes damage: +12% darkness / +6% mind Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.80 Psi when hit: +0.90 Hate when hit: +0.80 Mindpower: +4 (+2 eff.) Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 A pointy cloth hat, very wizardly... |
On hands | rough leather gloves 'Bregyrak' (0 def, 1 armour) rough leather gloves 'Bregyrak' (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +1 Armour: +1 Changes stats: +3 Dex Changes resistances: +2% physical Talent granted: +3 Iron Grip Spell save: +6 (+3 eff.) Disarm immunity: +80% Vim when firing critical spell: +1.00 Spell crit. chance: +2% 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. |
Tool | Fulosin the yew totem of healing [power 180] (3.5/15 cooldown) Fulosin the yew totem of healing [power 180] (3.5/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Physical save: +9 (+5 eff.) Only die when reaching: -20.00 life Maximum stamina: +30.00 It can be used to heals yourself and all friendly characters within 10 spaces for 180 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Samedunaldil the copper ring Samedunaldil the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +5 Con Cut immunity: +20% Life regen: +8.00 Maximum life: +88.00 Healing mod.: +11% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
On fingers | treant's copper ring of life treant's copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +7% blight Poison immunity: +13% Disease immunity: +13% Life regen: +6.00 Maximum life: +46.00 Healing mod.: +11% Rings can have magical properties. |
Around neck | steel amulet 'Starmaim' steel amulet 'Starmaim'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +3 Dex / +4 Wil / +4 Cun / +4 Con Changes resistances: +3% acid / +10% fire / +5% arcane / +16% cold Life regen: +2.00 Stamina each turn: +0.40 Light radius: +2 Movement speed: +10% Amulets can have magical properties. |
In main hand | Layoriarera the Freezestrider Layoriarera the Freezestrider Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +7 On weapon hit: * splashes acid on your target dealing 60 damage and reducing their armor Travel speed: +600% Damage (Ranged): +5 acid / +5 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Changes resistances: +3% blight Changes damage: +11% acid / +8% fire / +3% cold Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Shockkiss the rough leather belt Shockkiss the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 21% Changes stats: +4 Str / +4 Con Changes resistances: +12% lightning / +6% fire / +9% blight Physical save: +9 (+5 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 60 damage and reducing their armor When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 27/40) : Effective talent level: 1.0 Power cost: 40 out of 27/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 24 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Cloak | Cloak of Deception Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Changes resistances: +18% lightning Stun/Freeze immunity: +30% Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | Arthidunaruigund the cured leather armour (6 def, 23 armour) Arthidunaruigund the cured leather armour (6 def, 23 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +23 Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 6 fire Damage when hit (Melee): 30 physical Changes stats: +5 Str / +4 Dex / +3 Mag / +7 Wil / +8 Cun Changes resistances: +9% lightning / +14% fire / +6% mind / +17% physical Mental save: +12 (+6 eff.) Maximum life: +37.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 123% / cooldown 88%) medical injector implant (efficiency 123% / cooldown 88%)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: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 88%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Prismatic Rune (6 turns; lightning, physical, light, cold, arcane, acid) Prismatic Rune (6 turns; lightning, physical, light, cold, arcane, acid)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 3 light, 4 cold, 3 arcane, 4 acid 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Isekira the steel ring Isekira the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +3% acid / +6% fire / +5% arcane / +6% mind Reduces incoming crit damage: 15.00% Physical save: +8 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Ichorfiend the rough leather belt Ichorfiend the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +5% fire / +6% cold Changes damage: +9% nature Physical save: +3 (+2 eff.) Poison immunity: +10% Confusion immunity: +10% Maximum life: +40.00 A belt that goes around your waist. |
reinforced hardened leather belt of life reinforced hardened leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +7 (+3 eff.) Physical save: +12 (+6 eff.) Life regen: +1.30 Healing mod.: +13% A belt that goes around your waist. |
resilient kruk cloak of the guardian (6 def, 4 armour) resilient kruk cloak of the guardian (6 def, 4 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Physical save: +11 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +11 (+5 eff.) Maximum life: +31.00 A stylish kruk-style cloak, to look awesome. |
Beradin the pair of iron boots (0 def, 3 armour) Beradin the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+2 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce armor by 21% Changes stats: +3 Str / +1 Dex Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +20% physical Changes damage: +6% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Offalquencher the hardened leather cap (4 def, 12 armour) Offalquencher the hardened leather cap (4 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +4% all Physical save: +8 (+4 eff.) Disease immunity: +20% Silence immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +10% Light radius: +1 A cap made of leather. |
Xanne the rough leather hat (0 def, 3 armour) Xanne the rough leather hat (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +1% Changes stats: +2 Cun / +2 Dex Changes resistances: +9% light Reduces incoming crit damage: 5.00% Only die when reaching: -40.00 life Maximum life: +20.00 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
3 agate 3 agate0.00 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. |
200 alchemist agate 200 alchemist agate0.00 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. |
onyx onyx0.00 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. |
2 aquamarine 2 aquamarine0.00 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. |
3 opal 3 opal0.00 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 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. |
Ulfolach the Blazehack Ulfolach the BlazehackInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes resistances penetration: +5% physical Changes damage: +9% mind Mental save: +6 (+3 eff.) Light radius: +6 See stealth: +8 See invisible: +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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 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. |
Automated Portable Extractor Automated Portable ExtractorPowered 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. |
garnet garnet0.00 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 145] simple healing salve [power 145]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 145 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered 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. |
barbed pouch of steel shots (20/20, 29-34.8 power, 2 apr) barbed pouch of steel shots (20/20, 29-34.8 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 29.0 - 34.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 20 On weapon crit: * Wound the target dealing 56 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
ash totem of healing 'Unrasadil' [power 144] (3.5/15 cooldown) ash totem of healing 'Unrasadil' [power 144] (3.5/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +2 Dex / +1 Mag / +1 Wil It can be used to heals yourself and all friendly characters within 10 spaces for 144 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 48. * Gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle 'Elenyhir' [power 100] (3.5/25 cooldown) elm totem of summon tentacle 'Elenyhir' [power 100] (3.5/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Changes resistances: +9% nature Silence immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 219 Base Damage: 113 Armor: 5 All Resist: 6 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 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. |
3 ametrine 3 ametrine0.00 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. |
citrine citrine0.00 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. |
2 zircon 2 zircon0.00 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 Salodavea the Skeleton Psyshot level 11
13rd Dusk 122nd year of Ascendancy at 00:10 see stats
By Salodavea the Skeleton Psyshot level 20
34th Haze 122nd year of Ascendancy at 07:33 see stats
By Salodavea the Skeleton Psyshot level 10
4th Flare 122nd year of Ascendancy at 20:48 see stats
By Salodavea the Skeleton Psyshot level 20
33rd Haze 122nd year of Ascendancy at 19:38 see stats
By Salodavea the Skeleton Psyshot level 21
43rd Haze 122nd year of Ascendancy at 12:45 see stats
By Salodavea the Skeleton Psyshot level 8
9th Mirth 122nd year of Ascendancy at 13:53 see stats
By Salodavea the Skeleton Psyshot level 8
1st Summertide 122nd year of Ascendancy at 11:55 see stats
By Salodavea the Skeleton Psyshot level 20
35th Haze 122nd year of Ascendancy at 05:42 see stats
By Salodavea the Skeleton Psyshot level 15
61st Dusk 122nd year of Ascendancy at 10:13 see stats
Log
Bloodstar from Salodavea hits Cyrenne the animated hand for 12 fire, 10 physical (22 total damage).
Bloodstar from Salodavea hits Velamina the skeleton archer for 12 fire, 10 physical (22 total damage).
Bloodstar from Salodavea hits Ce'Nywe the animated skull for 9 fire, 9 physical (18 total damage).
Bloodstar from Salodavea hits Banshee for 8 fire, 7 physical (15 total damage).
Bloodstar from Salodavea hits Skeleton magus for 12 fire, 10 physical (22 total damage).
Banshee hits Salodavea for (1 resist armour), 0 fire, (1 resist armour), 0 physical, 6 healing (0 total damage) [6 healing].
Eilinarin the skeleton archer casts Fiery Grasp.
Eilinarin the skeleton archer is not dazed anymore.
Salodavea is on fire!
Salodavea shrugs off Eilinarin the skeleton archer's 'Fiery Grasp'!
Eilinarin the skeleton archer hits Salodavea for (3 resist armour), 0 fire, (34 resist armour), 21 physical, (2 resist armour), 0 blight, (7 resist armour), 0 fire (21 total damage).
Melee retaliation hits Eilinarin the skeleton archer for (15 absorbed), 0 physical, (25 absorbed), 0 fire (0 total damage).
Salodavea uses Psionic Mirror.
Something hits Salodavea for (21 resist armour), 0 fire (0 total damage).
You are unable to move!
Cyrenne the animated hand uses Headshot.
Mechanical Arms performs a melee critical strike against Skeleton magus!
Cyrenne the animated hand is not dazed anymore.
Salodavea damages herself through Martyrdom!
Cyrenne the animated hand hits Salodavea for (1 resist armour), 0 nature, (0 resist armour), 0 fire (0 total damage).
Grappling hits Salodavea for (2 resist armour), 0 physical, (1 resist armour), 0 physical (0 total damage).
Grappled from Cyrenne the animated hand hits Salodavea for (34 resist armour), 3 physical (3 total damage).
Mechanical Arms hits Skeleton magus for 15 nature, 4 fire, 27 acid (46 total damage).
Mechanical Arms hits Cyrenne the animated hand for 9 nature, 4 fire (13 total damage).
Burning from Eilinarin the skeleton archer hits Salodavea for (2 resist armour), 0 fire (0 total damage).
Skeleton magus hits Salodavea for (2 resist armour), 0 nature, (0 resist armour), 0 fire, (3 resist armour), 0 acid (0 total damage).
Rotting Disease from Ce'Nywe the animated skull hits Salodavea for (19 resist armour), 0 blight (0 total damage).
Cyrenne the animated hand's Headshot performs a ranged critical strike against Salodavea!
Saving game...