


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.10This 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 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Simple Font Floating Text 1.1.5Changes the floating text to a different font Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Sawbutcher |
Level / Exp | 10 / 86% |
Size | medium |
Lifes / Deaths | Killed by Yverivena the bandit at level 10 on the 11st Dusk 122nd year of Ascendancy at 17:40 1 / 4Killed by Yverivena the bandit at level 10 on the 11st Dusk 122nd year of Ascendancy at 19:01 Killed by Xathra the white ooze at level 10 on the 11st Dusk 122nd year of Ascendancy at 20:19 Killed by It's a Skeleton Thing at level 10 on the 11st Dusk 122nd year of Ascendancy at 20:23 |
Primary Stats
Strength | 45 (base 34) |
Dexterity | 18 (base 10) |
Constitution | 11 (base 11) |
Magic | 12 (base 10) |
Willpower | 17 (base 10) |
Cunning | 27 (base 24) |
Resources
Life | 272/272 |
Steam | 100/100 |
Healing Factor | 1.0082872928177 |
Regeneration | 0.25207182320443 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -58.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
See Stealth | 5 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 48 |
Accuracy | 22 |
Crit Chance | 7% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 23 |
Accuracy | 22 |
Crit Chance | 8% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Fire | +5% |
Darkness | +14% |
Arcane | +3% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Temporal | +5% |
Defense: Base
Armour (hardiness) | 36.08934837382 (81.030927835052%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 36 |
Physical Save | 31 |
Spell Save | 20 |
Mental Save | 25 |
Defense: Resistances
Darkness | + 22%( 70%) |
Lightning | + 15%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 10% |
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 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 118% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the 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 Chant of Fortress (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bear paw. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | 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 within20 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Talents +1 Rocket Boots A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +2 Mag +4 Wil +1 Cun dps ---------- Dmg.mod +3% darkness ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +8 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 | ![]() 3.0 T1 head armor [Rare] Master While equipped: dps ---------- Mind.pwr +9 (+4 eff.) ----- def ----- Armour +4 Fatigue +5% Resists +5% arcane Stun/Frz- +10% Knockbk- +10% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 40.68 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% acid Res.pen +5% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +4 Resists +22% darkness Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +3% arcane +9% cold ----- def ----- Phys.save +11 (+5 eff.) Spell.save +11 (+6 eff.) Mind.save +10 (+5 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Amulets can have magical properties. |
In main hand | ![]() 3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +20 On Hit.r1 +5 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- 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! |
Around waist | ![]() 1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Defense +10 (+5 eff.) Phys.save +6 (+3 eff.) Stealth +6 A belt that goes around your waist. |
In off hand | ![]() 3.0 T1 steamsaw 1H weapon [Unique] Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +10 Crit +3.0% Atk.spd 100% Block +50 On Hit: * 15% chance to pin the target Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +7 (+3 eff.) Fatigue +7% ---------- misc Talents +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 17.0 T1 massive armor [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +7 Fatigue +22% Resists +15% lightning Crit.dmg- 15.00% ---------- misc Light +1 Infravis +1 See.Invis +6 Telepathy Demon/Minor Demon/Major A suit of armour made of metal plates. |
Inventory
![]() 5.0 T2 greatmaul 2H weapon [Ego] Nature Power 26.5 - 39.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 nature Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Arcane Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 While equipped: Stats +2 Cun dps ---------- On Hit (Melee): * 10% chance to reduce armor by 0% ----- def ----- Resists +9% light Knockbk- +20% Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego+] Master Power 17.0 - 27.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Disrupt/Master Acc+ +0.2% crit / acc Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +2.0% Acc +11 (+5 eff.) ----- def ----- Resists +12% acid +12% cold +12% fire +11% lightning +5% all Spell.save +9 (+5 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 mace 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +20 Crit +3.0% Atk.spd 100% On Hit.r1 +8 acid +4 physical While equipped: Stats +1 Str dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +2% nature ----- def ----- Resists +3% blight +2% physical Disease- +10% ---------- misc Light +2 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 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 3 mind 3 darkness Dmg.mod +4% mind +2% darkness ----- def ----- Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+3 eff.) ---------- misc Equi/ret +0.70 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. |
![]() 4.0 T1 steamgun 1H weapon Reqs Shoot [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Acc +6 (+3 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T1 steamgun 1H weapon Reqs Shoot [Ego+] Disrupt/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +7 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +5% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 steamsaw 1H weapon [Normal] Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- 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 T1 waraxe 1H weapon [Ego++] Nature/Master Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +8 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% All.spd +2% Res.pen +5% fire One-handed war axes. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% lightning Res.pen +10% nature ----- def ----- Defense +1 (+0 eff.) Resists +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +10% cold ----- def ----- Resists +15% cold Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +5 Mag +3 Cun ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +2 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego+] Psionic While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +4% ----- def ----- Defense +1 (+0 eff.) Mind.save +11 (+6 eff.) Confus- -20% Fear- -20% Hateful Whisper: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 85 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +6 (+3 eff.) A hat made of leather. Very stylish. |
![]() 14.0 T1 heavy armor [Rare] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning +5% arcane Spell.save +15 (+8 eff.) ---------- misc Light +2 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +4 Defense +12 (+6 eff.) Fatigue +7% Resists +17% lightning +2% physical +15% darkness +12% blight Mind.save +3 (+2 eff.) Max.HP +30.00 HP.reg +5.00 Heal.mod +11% ---------- misc Light +1 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Rare] Master While equipped: dps ---------- Res.pen +5% nature Melee Ret 2 nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +20% acid +5% arcane +12% darkness A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% nature +11% blight A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +11% nature +12% blight A suit of armour made of leather. |
![]() 9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 misc tool [Unique] Arcane 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 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. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 118] simple healing salve [power 118]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 118 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo [Ego+] Master Power 21.0 - 25.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +10.5% Capacity 21 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 70 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By It's a Skeleton Thing the Skeleton Sawbutcher level 10
9th Flare 122nd year of Ascendancy at 18:53 see stats
By It's a Skeleton Thing the Skeleton Sawbutcher level 10
3rd Flare 122nd year of Ascendancy at 19:44 see stats
By It's a Skeleton Thing the Skeleton Sawbutcher level 8
1st Summertide 122nd year of Ascendancy at 01:16 see stats
By It's a Skeleton Thing the Skeleton Sawbutcher level 8
2nd Summertide 122nd year of Ascendancy at 20:49 see stats
Log
Minotaur hits It's a Skeleton Thing for 17 physical, 9 blight (26 total damage).
Yverivena the bandit's Soul Rot hits Adalramira the giant blue ant for 226 blight damage.
It's a Skeleton Thing is confused and fails to use Attack.
It's a Skeleton Thing is free from the illness.
Weakness Disease from Yverivena the bandit hits It's a Skeleton Thing for 27 blight damage.
Bleeding from It's a Skeleton Thing hits Yverivena the bandit for 9 physical damage.
Bleeding from It's a Skeleton Thing hits Minotaur for 1 physical damage.
Bleeding from It's a Skeleton Thing hits Adalramira the giant blue ant for 1 physical damage.
Adalramira the giant blue ant hits It's a Skeleton Thing for 16 physical damage.
Xathra the white ooze hits It's a Skeleton Thing for 20 physical damage.
It's a Skeleton Thing the level 10 skeleton sawbutcher was squished to death by Xathra the white ooze on level 1 of The Maze.
You have 1 life(s) left.
It's a Skeleton Thing seems more focused.
It's a Skeleton Thing is free from the weakness disease.
It's a Skeleton Thing is not stunned anymore.
It's a Skeleton Thing is no longer cursed.
The illusion covering It's a Skeleton Thing disappears.
It's a Skeleton Thing deactivates Grinding Shield.
It's a Skeleton Thing deactivates Tempest of Metal.
It's a Skeleton Thing deactivates Chant of Fortress.
It's a Skeleton Thing is free from the hex.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Xathra the white ooze killed It's a Skeleton Thing!
Talent Bloodstream is ready to use.
Saving done.
Saving game...