Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.7Official 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Female |
Race | Cornac |
Class | Annihilator |
Level / Exp | 33 / 69% |
Size | huge |
Lifes / Deaths | Killed by Grand Corruptor at level 33 on the 35th Regrowth 123rd year of Ascendancy at 02:37 / 1 |
Primary Stats
Strength | 47 (base 21) |
Dexterity | 44.768082083693 (base 60) |
Constitution | 25 (base 10) |
Magic | 23 (base 10) |
Willpower | 33 (base 10) |
Cunning | 86 (base 60) |
Resources
Life | -586/679 |
Psi | 113/113 |
Steam | 111/124 |
Healing Factor | 1.1153846153846 |
Regeneration | 37.547696269876 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +28.72712873123% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 2 |
See Stealth | 83 |
See Invisible | 75 |
Offense: Mainhand
Damage | 71 |
Accuracy | 57 |
Crit Chance | 59% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 34 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +20% |
Light | +26% |
Physical | +8% |
All | +5% |
Nature | +17% |
Offense: Damage Penetration
Acid | +61% |
Darkness | +61% |
All | +51% |
Defense: Base
Armour (hardiness) | 41 (30%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 18 |
Physical Save | 35 |
Spell Save | 34 |
Mental Save | 42 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | -6%( 70%) |
Cold | 0%( 70%) |
All | -13%( 70%) |
Darkness | + 8%( 70%) |
Light | -4%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 8%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 70% |
Confusion Resistance | 10% |
Poison Resistance | 50% |
Blind Resistance | 10% |
Disarm Resistance | 100% |
Bleed Resistance | 50% |
Teleport Resistance | 100% |
Pinning Resistance | 42% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 61 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Cunning stat. |
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 130% efficiency and cooldown mod of 66%. Its effects scale with your Dexterity stat. |
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 125% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 49 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemical warfare | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Mecharachnid | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Turrets | 1.43 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Miasma Engine |
talent | Exoskeleton |
talent | Skate |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
beneficial effect | The target is surrounded by a toxic cloud or radius 3. Enemies within will suffer 16% talent failure, 59% reduced healing, and take 94.93 additional acid damage from melee and ranged attacks. Miasma Engine |
detrimental effect | The target is hexed. Each time it uses an ability it takes 240.44 fire damage, and talent cooldowns are increased by 98% plus 1 turn. Burning Hex |
beneficial effect | Improves senses, allowing the detection of enemies in radius 25 and increasing resistance penetration by 51%. Hypervision Goggles |
detrimental effect | The target is infected by a disease, reducing its dexterity by 25 and doing 113.50 blight damage per turn. Decrepitude Disease |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | 12% chance to fully absorb any damaging actions. Smogscreen |
beneficial effect | The target has 25 increased life regeneration. Recovery |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 17% and triggers a radius 3 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lone alchemist from death by Betuvea the large white snake. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost defiler from death by Ivirevea the cold drake hatchling. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed black mamba head. * You've found the needed sandworm tooth. 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 wretchling eyeball. * You've found the needed pouch of faeros ash. * You've found the needed ice wyrm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of iron boots 'Xasessra' (36 def, 6 armour) pair of iron boots 'Xasessra' (36 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +36 (+9 eff.) Fatigue: +2% Changes resistances: +3% nature Physical save: +15 (+6 eff.) Blindness immunity: +10% Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Maximum hate: +8.00 Mindpower: +15 (+5 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | barbed pouch of stralite shots (20/20, 163% power, 5 apr) barbed pouch of stralite shots (20/20, 163% power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 163% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +12.5% Capacity: 20 On weapon crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | Light of Revelation Light of Revelation Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +16% light Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +11 See stealth: +43 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
On head | Loruhor (1 def, 0 armour) Loruhor (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +20 (+5 eff.) Defense: +1 (+0 eff.) Changes stats: +1 Dex / +2 Mag / +8 Cun / +1 Con Changes damage: +3% physical Spell save: +6 (+3 eff.) Mental save: +12 (+4 eff.) A pointy cloth hat, very wizardly... |
On hands | radiant drakeskin leather gloves of war-making (0 def, 4 armour) radiant drakeskin leather gloves of war-making (0 def, 4 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +10.0% Armour: +4 Damage (Melee): 16 light Changes resistances: +8% light Changes damage: +5% light Talent granted: +3 Iron Grip Critical mult.: +11.00% Disarm immunity: +80% Spell crit. chance: +10% Mental crit. chance: +9% 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 | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes 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 | Coalwind the steel ring Coalwind the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 25% Changes resistances: +24% nature Changes resistances penetration: +10% darkness / +10% acid Changes damage: +6% darkness / +12% nature / +5% all Disarm immunity: +26% Pinning immunity: +22% Knockback immunity: +28% Maximum life: +25.00 Spellpower: +9 (+4 eff.) Mindpower: +8 (+3 eff.) Rings can have magical properties. |
On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +2.00 Rings can have magical properties. |
Around neck | copper amulet 'Darkhack' copper amulet 'Darkhack'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +1 Cun Changes resistances: +18% darkness Changes damage: +9% darkness Talent mastery: +0.13 Steamtech / Turrets Spell save: +12 (+6 eff.) Amulets can have magical properties. |
In main hand | stralite steamgun of enduring stralite steamgun of enduringRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +8 Con / +9 Wil Maximum life: +26.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | hardened leather belt 'Arebeth' hardened leather belt 'Arebeth' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +5 Str / +2 Cun / +6 Con Changes resistances: +8% acid / +7% fire / +7% lightning / +8% cold Reduces incoming crit damage: 10.00% Physical save: +10 (+5 eff.) Spell save: +11 (+5 eff.) Maximum hate: +4.00 Mental crit. chance: +5% Size category: +2 A belt that goes around your waist. |
In off hand | coruscating stralite shield of crushing (0 def, 10 armour, 100% power, 130.5 block) coruscating stralite shield of crushing (0 def, 10 armour, 100% power, 130.5 block)Requires: - Shield usage training - Cunning 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 169% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +130 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +15 fire When wielded/worn: Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Armour: +10 Fatigue: +8% Damage when hit (Melee): 14 fire Changes stats: +4 Str Changes resistances: +11% fire Talent granted: +1 Block Handheld deflection devices. |
Cloak | Salywyn the linen cloak (34 def, 3 armour) Salywyn the linen cloak (34 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +3 Defense: +34 (+8 eff.) Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +6% acid / +3% cold / +30% lightning / +6% blight Stun/Freeze immunity: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Layunn the hardened leather armour (38 def, 18 armour) Layunn the hardened leather armour (38 def, 18 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +13 (+3 eff.) Armour: +18 Defense: +38 (+9 eff.) Fatigue: +8% Changes stats: +14 Str / +6 Dex / +11 Mag / +11 Wil / +7 Cun Changes resistances: +36% lightning Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Disarm immunity: +10% Life regen: +6.00 Maximum life: +35.00 Spellpower: +16 (+7 eff.) Spell crit. chance: +6% Mindpower: +14 (+5 eff.) Mental crit. chance: +6% A suit of armour made of leather. |
Inventory
schematic: Fungal Web schematic: Fungal WebRequires: - 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. |
schematic: Steamsaw schematic: SteamsawRequires: - 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. |
schematic: Viral Injector schematic: Viral InjectorRequires: - 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. |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (134). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
This item will automatically be transmogrified when you leave the level. Polaba the yew magestaff (120% power, 4 apr, fire element)Polaba the yew magestaff (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Damage when hit (Melee): 4 blight Maximum wards: +2 fire Changes resistances penetration: +15% arcane Changes damage: +21% blight / +20% fire / +9% arcane Talents granted: +3 Ward +1 Command Staff Mana each turn: +0.12 Vim when firing critical spell: +2.00 Maximum mana: +40.00 Spellpower: +19 (+8 eff.) Spell crit. chance: +3% Damage Shield penetration: +30% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash vilestaff 'Xerovena' (122% power, 3 apr, acid element)ash vilestaff 'Xerovena' (122% power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 122% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +6% acid / +12% temporal / +6% mind / +9% nature Changes resistances penetration: +5% acid Changes damage: +21% acid Talent granted: +1 Command Staff Pinning immunity: +20% Maximum life: +60.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +15% nature Changes damage: +15% nature Spell save: +8 (+4 eff.) Maximum life: +60.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +9% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Xanusebeth the rough leather cap (0 def, 1 armour) Xanusebeth the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag / +2 Wil / +2 Con Changes resistances: +3% mind / +5% cold Allows you to breathe in: water Light radius: +3 A cap made of leather. |
marauder's cured leather armour of the deep (10 def, 6 armour) marauder's cured leather armour of the deep (10 def, 6 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +7% Changes stats: +5 Str / +4 Dex Changes resistances: +5% acid / +8% cold Allows you to breathe in: water Physical save: +9 (+4 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Shadebloom the dwarven-steel shield (0 def, 6 armour, 100% power, 77 block)Shadebloom the dwarven-steel shield (0 def, 6 armour, 100% power, 77 block) Requires: - Shield usage training - Cunning 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 137% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +77 Damage (Melee): +13 acid Damage (radius 1) on hit: +12 mind / +20 temporal When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 25% Effects when hit in melee: * 15% chance to reduce armor by 29% Damage when hit (Melee): 10 mind / 4 darkness Changes stats: +3 Con Changes resistances: +13% acid Changes damage: +12% mind / +12% temporal Talent granted: +1 Block Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Handheld deflection devices. |
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. |
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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 202/400. 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. |
great water salve [power 20] great water salve [power 20]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (20% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 237] powerful healing salve [power 237]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 237 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 205] powerful pain suppressor salve [power 205]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -205 life and reduces all damage by 20% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 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. |
Achievements
By Annie-hilator the Cornac Annihilator level 8
6th Mirth 122nd year of Ascendancy at 20:43 see stats
By Annie-hilator the Cornac Annihilator level 30
1st Allure 123rd year of Ascendancy at 21:19 see stats
By Annie-hilator the Cornac Annihilator level 24
19th Haze 122nd year of Ascendancy at 07:26 see stats
By Annie-hilator the Cornac Annihilator level 32
13rd Regrowth 123rd year of Ascendancy at 20:11 see stats
By Annie-hilator the Cornac Annihilator level 10
25th Dusk 122nd year of Ascendancy at 09:24 see stats
By Annie-hilator the Cornac Annihilator level 20
1st Time of Equilibrium 122nd year of Ascendancy at 00:47 see stats
By Annie-hilator the Cornac Annihilator level 30
1st Decay 122nd year of Ascendancy at 15:31 see stats
By Annie-hilator the Cornac Annihilator level 31
10th Allure 123rd year of Ascendancy at 07:11 see stats
By Annie-hilator the Cornac Annihilator level 31
10th Regrowth 123rd year of Ascendancy at 23:24 see stats
By Annie-hilator the Cornac Annihilator level 25
34th Haze 122nd year of Ascendancy at 12:07 see stats
By Annie-hilator the Cornac Annihilator level 7
78th Pyre 122nd year of Ascendancy at 09:35 see stats
By Annie-hilator the Cornac Annihilator level 17
51st Dusk 122nd year of Ascendancy at 09:00 see stats
By Annie-hilator the Cornac Annihilator level 20
1st Haze 122nd year of Ascendancy at 08:02 see stats
By Annie-hilator the Cornac Annihilator level 14
43rd Dusk 122nd year of Ascendancy at 08:20 see stats
Log
Annie-hilator uses Vital Shot.
Annie-hilator uses Medic Turret.
Grand Corruptor hits Annie-hilator for (101 exoskeleton), 122 fire (122 total damage).
Grand Corruptor slows down.
Grand Corruptor casts Blood Spray.
Grand Corruptor's spell attains critical power!
Grand Corruptor's spell attains critical power!
The Cog spins up and deflects the blow from Annie-hilator!
Grand Corruptor's spell attains critical power!
Grand Corruptor hits Annie-hilator for 0 blight damage.
Grand Corruptor hits Medic turret for 843 blight damage.
Bone Spike hits Annie-hilator for 0 physical damage.
Grand Corruptor killed Medic turret!
The Cog spins up and deflects the blow from Annie-hilator!
Decrepitude Disease from Grand Corruptor hits Annie-hilator for 0 blight damage.
Grand Corruptor casts Soul Rot.
Grand Corruptor's spell attains critical power!
Annie-hilator receives 345 healing.
Annie-hilator receives 56 healing from Hardened leather belt 'Arebeth' .
Bone Spike hits Annie-hilator for (21 exoskeleton), 23 physical (23 total damage).
The shield around Grand Corruptor crumbles.
Grand Corruptor's Soul Rot hits Annie-hilator for (0 exoskeleton), 1242 blight (1242 total damage).
Annie-hilator the level 33 cornac annihilator was poxed to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
Annie-hilator has finished recovering.
Annie-hilator deactivates Skate.
Annie-hilator is free from the decrepitude disease.
Annie-hilator deactivates Exoskeleton.
Annie-hilator is free from the hex.
Annie-hilator deactivates Miasma Engine.