
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! 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:
astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: 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:
Draconians (1.7 compat) 1.7.2Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the abscene of ajfluffy. forked AGAIN in the absence of Aura and it becoming unplayable in 1.7.2 (glad to yank down ifthe original fork updates). These are ONLY 'make it playable' fixes, and not anything robust because this player likes dragons. 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 | Insane Roguelike |
| Sex | Male |
| Race | Draconian |
| Class | Gunslinger |
| Level / Exp | 7 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 7 on the 79th Pyre 122nd year of Ascendancy at 20:01 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 35 (base 29) |
| Constitution | 12 (base 11) |
| Magic | 17 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 27 (base 20) |
Resources
| Life | -50/178 |
| Steam | 60/100 |
| Healing Factor | 1.0191526171258 |
| Regeneration | 1.2739407714073 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 42 |
| Crit Chance | 9% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 42 |
| Crit Chance | 9% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +9% |
| Darkness | +20% |
| Arcane | +15% |
| Cold | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 13 (49.007671158813%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 9 |
| Spell Save | 13 |
| Mental Save | 17 |
Defense: Resistances
| Cold | + 5%( 70%) |
| Darkness | + 30%( 70%) |
| Light | -10%( 70%) |
| Nature | + 10%( 70%) |
| Blight | + 36%( 70%) |
| Physical | + 5%( 70%) |
| Fire | -5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Draconian | 1.00 |
| 1/5 |
Effects
Quests
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 | Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | Flashqueen the pouch of iron shots (8/15, 13-16 power, 1 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 15 On weapon hit: * 6% chance to slow global speed by 42% Damage (Ranged): +4 fire / +4 light Damage (radius 1) on hit: +12 light Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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 | Ivodhewyn the Blindsnake (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 17 Changes stats: +1 Cun Changes resistances: +5% fire / +5% cold Changes damage: +9% light Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 A hat made of leather. Very stylish. |
| Tool | elm totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Around waist | rough leather belt 'Leletohad'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Changes resistances: +6% blight Stealth bonus: +6 A belt that goes around your waist. |
| In main hand | mighty iron steamgun of acidRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +5 acid Attacks use: 2.0 Steam When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +1 Str Changes damage: +9% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Main armor | Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
| In off hand | KoretogundRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Ammo reloads per turn: +1 Changes stats: +3 Dex Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 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 | copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.steam generator implant (steam 4) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 42; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 42 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.voratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Tidebiter (12-18 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.0 - 18.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +4 cold When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+3 eff.) Changes resistances: +3% acid Silence immunity: +10% Disarm immunity: +28% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Darkwreck the iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +6 nature Damage (radius 1) on hit: +4 darkness When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 14% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.arcing iron greatsword of massacre (24-38 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Hathidendur the Freezestinger (9-12 power, 5 apr)Hathidendur the Freezestinger (9-12 power, 5 apr) Requires: - Magic 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. Type: weapon / ritual blade ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +5 Crit. chance: +2.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +4.0% Changes resistances: +3% darkness Changes damage: +6% cold Spell crit. chance: +2% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.rough leather sling 'Glittertyphoon' Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (radius 1) on hit: +4 light When wielded/worn: Physical power: +5 (+3 eff.) Damage when hit (Melee): 2 light Changes stats: +1 Str Changes resistances: +3% light / +6% acid Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Dagumandur the Rimebright (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+2 eff.) Fatigue: -5% Changes stats: +1 Cun Changes resistances penetration: +20% cold Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Emeluda the elm starstaff (10-12 power, 2 apr, physical element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +5% mind Changes damage: +10% physical Talent granted: +1 Command Staff Physical save: +5 (+5 eff.) Spell save: +5 (+5 eff.) Mental save: +8 (+5 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +4% Mental crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.earthen elm vilestaff of fate (10-12 power, 2 apr, acid element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +3% Changes damage: +10% acid Talent granted: +1 Command Staff Physical save: +9 (+9 eff.) Spell save: +5 (+5 eff.) Mental save: +6 (+4 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.iron steamsaw (10-15 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.0 - 15.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +10 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Talent granted: +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! |
This item will automatically be transmogrified when you leave the level.iron steamsaw 'Gybeth' (10-14 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 9.5 - 14.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +10 Damage (Melee): +5 darkness Damage against: +7% Living Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% fire Talent granted: +1 Block Maximum life: +20.00 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! |
This item will automatically be transmogrified when you leave the level.rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
kruk cloak (0 def, 0 armour)2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 A stylish kruk-style cloak, to look awesome. |
This item will automatically be transmogrified when you leave the level.Carrionsaw the pair of rough leather boots (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 2 nature Changes resistances: +6% fire Changes resistances penetration: +5% nature Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Brightwake the rough leather hat (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +6% cold Maximum hate: +2.00 Mindpower: +10 (+5 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.cleansing rough leather armour (3 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +11% nature / +10% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.iron plate armour 'Adorialaith' (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +16% lightning Psi when hit: +0.04 Mana when firing critical spell: +1.00 Spell crit. chance: +2% A suit of armour made of metal plates. |
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. |
iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 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. |
simple frost salve [power 10] simple frost salve [power 10]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 (10% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 118] simple healing salve [power 118]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 118 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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. |
This item will automatically be transmogrified when you leave the level.Lisida the elm wand of conjuration [power 100] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 17 Changes resistances: +6% light / +3% lightning It can be used to fire a magical bolt dealing 115 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 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
Log
Xiss receives 121 healing.
Elven blood mage casts Grace of the Eternals.
Elven blood mage speeds up.
Shivgoroth's glacial vapour area effect hits Elven blood mage for 25 cold damage.
Xiss shoots!
Xiss's Shoot hits Elven blood mage for 46 physical, 5 acid, 3 fire, 4 light, 12 light (70 total damage).
Xiss's Shoot hits Elven blood mage for 43 physical, 3 fire, 4 light, 12 light (62 total damage).
Shivgoroth's glacial vapour area effect hits Elven blood mage for 25 cold damage.
Xiss shoots!
Xiss's Shoot hits Elven blood mage for 43 physical, 5 acid, 3 fire, 4 light, 12 light (67 total damage).
Xiss's Shoot hits Elven blood mage for 48 physical, 3 fire, 4 light, 12 light (67 total damage).
Elven blood mage casts Blood Grasp.
Elven blood mage's Blood Grasp hits Xiss for (11 flat reduction), 114 blight (114 total damage).
Elven blood mage receives 24 healing from Elven blood mage's Blood Grasp.
Xiss receives 121 healing.
Elven blood mage casts Rune: Shielding.
A shield forms around elven blood mage.
Elven blood mage casts Drain.
Elven blood mage hits Xiss for (11 flat reduction), 135 blight (135 total damage).
Xiss uses Overheat Bullets.
Xiss tweaks some of his bullets.
Xiss strafes with his steamguns!
Elven blood mage activates his wand!
Elven blood mage hits Xiss for (11 flat reduction), 94 lightning (94 total damage).
Xiss the level 7 draconian gunslinger was electrocuted to death by an elven blood mage on level 3 of Infinite Dungeon.
Xiss reloads.












































































