Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Decently Generous Levels 1.7.4Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Normal Roguelike |
Sex | Female |
Race | Higher |
Class | Annihilator |
Level / Exp | 24 / 98% |
Size | medium |
Lifes / Deaths | Killed by dreaming horror at level 24 on the 7th Dusk 122nd year of Ascendancy at 05:14 / 1 |
Primary Stats
Strength | 37 (base 20) |
Dexterity | 58 (base 54) |
Constitution | 29 (base 20) |
Magic | 11 (base 10) |
Willpower | 29 (base 10) |
Cunning | 67.4 (base 54) |
Resources
Life | -174/635 |
Steam | 13/100 |
Healing Factor | 1.1977995086789 |
Regeneration | 12.490284766783 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 17 |
Lite | 5 |
Infravision | 9 |
See Stealth | 57.386551251986 |
See Invisible | 62.386551251986 |
Offense: Mainhand
Damage | 51 |
Accuracy | 60 |
Crit Chance | 24% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Acid | +15% |
Nature | +15% |
Darkness | +6% |
Cold | +15% |
Physical | +3% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Nature | +5% |
Light | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 40 (60%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 18 |
Physical Save | 42 |
Spell Save | 29 |
Mental Save | 33 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 44%( 70%) |
All | + 14%( 70%) |
Light | + 23%( 70%) |
Physical | + 31%( 70%) |
Fire | + 29%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Bleed Resistance | 50% |
Instadeath Resistance | 100% |
Stun Resistance | 35% |
Pinning Resistance | 18% |
Poison Resistance | 50% |
Blind Resistance | 68% |
Inscriptions (4/4)
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 143% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. |
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: 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 24 steam. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Magnetism | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): ExterminatorYou completed the challenge and received: Random Artifact: Tiderune (104% power, 15 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: Random Artifact: Torefast (85% power, 18 apr, nature damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): Exterminator | active |
Proceed directly to the next Infinite Dungeon level in less than 113 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 15): Rush Hour (113)Turns left: 67 You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 146 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 16): Rush Hour (146)Turns left: 1 You completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 17): Mirror MatchYou completed the challenge and received: Random Artifact: Gorestar (1 def, 0 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 7): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 269 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 8): Rush Hour (269)Turns left: 124 You completed the challenge and received: +1 Class Point | done |
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 | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Talents +2 Rocket Boots Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 T4 shot ammo [Ego] Arcane/Master Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +5 Crit +5.5% Capacity 21 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% darkness Melee Ret 2 mind ----- def ----- Mind.save +3 (+2 eff.) Max.HP +42.00 ---------- misc Hate/m.crit +2.00 Light +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 | ![]() 2.0 T1 head armor [Rare] Master/Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Mind.crit +3% Mind.pwr +7 (+2 eff.) Res.pen +5% nature +5% light ----- def ----- Defense +2 (+1 eff.) Resists +9% nature Phys.save +6 (+2 eff.) ---------- misc Psi/turn +0.14 Light +1 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 physical Dmg.mod +3% physical Acc +13 (+4 eff.) ----- def ----- Armour +8 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 6 turns) 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. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Melee Ret 4 physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Spell.save +10 (+5 eff.) HP.reg +1.00 Disarm- +10% Stun/Frz- +26% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Cun +4 Str dps ---------- Mind.pwr +10 (+3 eff.) Melee Ret 2 mind 4 cold ----- def ----- Resists +6% physical Blind- +18% ---------- misc Stam/turn +0.40 Max.hate +6.00 Infravis +3 Sight +2 See.Invis +5 Amulets make your neck look great! |
In main hand | ![]() 4.0 T3 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 lightning On Hit: * splashes acid on your target dealing 57 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +10% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T3 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +7% acid +7% blight Max.HP +30.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Ego++] Master/Psionic When used to Attack: Power 97% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 Melee+ +10 physical While equipped: Stats +3 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 178 physical damage over 5 turns (1/turn) ----- def ----- Armour +3 Fatigue +8% Resists +11% physical Shield.near.proj +10 Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +5 Defense +16 (+5 eff.) Resists +10% light +6% blight +13% fire +18% nature +15% cold Phys.save +18 (+6 eff.) Mind.save +10 (+5 eff.) Stealth +6 Die.at -50.00 life Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +25% ---------- misc Mana/turn +0.15 Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 120% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 temporal While equipped: ----- def ----- Resists +10% temporal Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Psionic Power 138% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 mind On Hit: * 23% chance to reduce all saves and defense by 29 While equipped: Stats +2 Cun +5 Wil Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 138% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 cold Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane Power 113% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 temporal +10 cold While equipped: ----- def ----- Resists +10% temporal Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Master Power 143% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Normal] Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego+] Arcane Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +9% fire Res.pen +5% fire Blunt and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Arcane Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +6 fire Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 119% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +8% physical Acc +10 (+3 eff.) Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 physical On Crit.r2 +4 acid On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 mind 5 darkness Dmg.mod +2% mind +6% physical +3% darkness +2% nature ----- def ----- Resists +4% blight +6% acid Disease- +12% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 88% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 4 mind 6 darkness Dmg.mod +3% mind +3% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Phys.save +4 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 112% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +15% lightning ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Ego] Disrupt/Master/Steamtech Power 116% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Against +9% Unnatural Uses 1.0 Steam While equipped: Stats +3 Wil dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +4 Defense +11 (+4 eff.) Fatigue +8% Disarm- +23% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T4 sling 1H weapon [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: dps ---------- Res.pen +8% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 cold Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +8% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 arrow ammo [Normal] Power 124% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 110% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 163% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +166 While equipped: ----- def ----- Armour +9 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +9% all Max.HP +51.00 HP.reg +2.00 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 22 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 57.39 to 172.16 lightning damage (114.77 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% HP.reg +2.50 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +20 (+7 eff.) ----- def ----- Armour +10 Defense +7 (+2 eff.) Fatigue +12% Resists +24% acid Mind.save +10 (+5 eff.) ---------- misc Equi/ret +0.12 Max.psi +20.00 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid HP.reg +3.00 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +21.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Resists +6% fire +7% cold ---------- misc Max.enc +20 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +9% cold ----- def ----- Defense +2 (+1 eff.) Resists +9% nature +6% cold Max.HP +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 lightning Dmg.mod +3% lightning Acc +12 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Str +3 Wil +3 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% physical Phys.save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
potent fiery salve [power 20] potent fiery salve [power 20]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 143% efficiency and 51% cooldown modifier. Remove 1 magical effects and grants a fiery aura (20% fire, light and lightning affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
simple frost salve [power 16] simple frost salve [power 16]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 143% efficiency and 51% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
simple healing salve [power 201] simple healing salve [power 201]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 143% efficiency and 51% cooldown modifier. Heal 201 Puts Talent Medical Injector on 13 cooldown Medical salve. |
simple pain suppressor salve [power 170] simple pain suppressor salve [power 170]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 143% efficiency and 51% cooldown modifier. Let you fight up to -170 life and reduces all damage by 12% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
![]() 3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Edldr the Higher Annihilator level 17
5th Flare 122nd year of Ascendancy at 21:14 see stats
By Edldr the Higher Annihilator level 21
10th Flare 122nd year of Ascendancy at 00:57 see stats
By Edldr the Higher Annihilator level 15
1st Summertide 122nd year of Ascendancy at 07:05 see stats
By Edldr the Higher Annihilator level 10
4th Mirth 122nd year of Ascendancy at 01:09 see stats
By Edldr the Higher Annihilator level 20
9th Flare 122nd year of Ascendancy at 07:53 see stats
By Edldr the Higher Annihilator level 18
6th Flare 122nd year of Ascendancy at 11:37 see stats
Log
Burning from Mecharachnid (servant of Edldr) hits Snow giant boulder thrower for 0 fire damage.
Burning from Mecharachnid (servant of Edldr) hits Gigantic corrosive tunneler for 1 fire damage.
Burning Phosphorous from Edldr hits Gigantic corrosive tunneler for 21 fire damage.
Burning Phosphorous from Edldr hits Dreaming horror for (14 dismissed), 4 to psi, 6 fire (11 total damage).
Snow giant boulder thrower killed Mecharachnid (servant of Edldr)!
Burning Phosphorous from Edldr killed Gigantic corrosive tunneler!
Edldr deactivates Rocket Pod.
Dreaming horror converts some damage to Psi!
Gigantic corrosive tunneler's acid area effect hits Snow giant boulder thrower for 68 acid damage.
Gigantic corrosive tunneler's acid area effect hits Dreaming horror for 14 to psi, 21 acid (36 total damage).
Gigantic corrosive tunneler's acid area effect hits Storm drake hatchling for 68 acid damage.
Gigantic corrosive tunneler's acid area effect hits Edldr for 54 acid damage.
Restless Night from Dreaming horror hits Edldr for 52 mind damage.
Ravage from Dreaming horror hits Edldr for 63 physical damage.
Edldr is moving at extreme speed!
Dreaming horror uses Summon.
Dreaming horror summons Dream seed!
Dreaming horror summons Dream seed!
Dreaming horror summons Dream seed!
Dreaming horror summons Something!
Dreaming horror summons Dream seed!
Dreaming horror's maelstrom pulls Edldr in!
Dreaming horror's maelstrom hits Edldr for 42 physical damage.
Dreaming horror converts some damage to Psi!
Dreaming horror mentally dismisses some damage!
Burning Phosphorous from Edldr hits Dreaming horror for (14 dismissed), 4 to psi, 6 fire (11 total damage).
Dreaming horror hits Edldr for 5 mind damage.
Dreaming horror receives 9 healing (10 psi heal).
Edldr the level 24 higher annihilator was mentally tortured to death by a dreaming horror on level 18 of Infinite Dungeon.