














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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:
Root's Classes 1.7.0Contains several classes developed by Root of All Things, including:
* Seaward Charge - Charrrrge!: Rush to the target spot. If targeting a creature, strike them with your sword. If targeting an empty spot, shoot the nearest foe.
* Seaward Charge - X Marks the Spot: Periodically mark a tile within range while in combat. Reaching this tile grants a boost to your attack and steam speed for several turns.
* Seaward Charge - Storm Voyage: Foes that damage you are marked, granting you vision of them. Movement towards marked foes refunds energy.
* Seaward Charge - Pirate's Wrath: A long cooldown buff that grants critical hit multiplier.
* Crewmates - Mechaparrot: You're accompanied by a robotic parrot who periodically harries nearby foes, blinding them and disrupting their talents.
* Crewmates - Roboswabby: You summon a robotic deckhand who taunts nearby enemies.
* Crewmates - Autobosun: Your first mate disciplines those who strike you. Attacks that deal a percentage of your life or more summon him assault your foes.
* Crewmates - No Surrender: Your Roboswabby and Autobosun now explode when killed, based on the total damage they took.
* Boarding Party - Ship's Armory: Your Roboswabby and Autobosun are now armed with steamguns in addition to their melee weapons, and know Roaring Powder and Steel and Shot.
* Boarding Party - Mass Charrrrge!: Whenever you Charrrrge!, your Roboswabby and Autobosun jump with you, before attacking nearby enemies.
* Boarding Party - Parrot of Ill Omen: Your Mechaparrot curses those it strikes, causing them to hurt themselves when they fail to use talents.
* Boarding Party - Shipboard Melee: Your attacks and those of your Roboswabby, and Autobosun mark foes. Attacking already marked foes stuns the target.
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 Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Raider |
| Level / Exp | 14 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Glida the skeleton warrior at level 8 on the 4th Mirth 122nd year of Ascendancy at 05:53 3 / 2Killed by Lisyyatta the broken golem at level 10 on the 8th Mirth 122nd year of Ascendancy at 19:36 |
Primary Stats
| Strength | 15 (base 12) |
| Dexterity | 38 (base 32) |
| Constitution | 12 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 47 (base 40) |
Resources
| Life | 334/334 |
| Stamina | 169/169 |
| Steam | 100/100 |
| Healing Factor | 1.1191526171257 |
| Regeneration | 2.5180933885328 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 5 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 45 |
| Crit Chance | 18% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 45 |
| Crit Chance | 17% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +7% |
| Acid | +9% |
| Fire | +26% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 4 |
| Physical Save | 12 |
| Spell Save | 17 |
| Mental Save | 27 |
Defense: Resistances
| Blast | + 90%( 95%) |
| Acid | + 10%( 70%) |
| Blight | + 12%( 70%) |
| Cold | + 16%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 18%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 35% |
| Disarm Resistance | 21% |
| Knockback Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
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 / Crewmates | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Seaward charge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Powder trance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Raider's blade | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Black powder | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Handcannon | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Rolling deck | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Raider's Stance |
Quests
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 7): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 290 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 9): Rush Hour (290)Turns left: -1 | failed |
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 | Balegarak the pair of iron boots (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str ----- def ----- Armour +3 Defense +5 (+3 eff.) Fatigue +2% HP.reg +2.00 Heal.mod +10% Disease- +20% ---------- misc See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Dagekan the Chillstinger (14/14, 15-18 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 15.0 - 18.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +5 Apr +1 Crit +4.0% Capacity 14 Ranged+ +20 cold On Hit.r1 +12 cold +4 fire Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +5 See.Stealth +5 See.Invis +5 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 | Seargrit (0 def, 1 armour) 2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +12% fire Acc +16 (+6 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% blight +3% fire +12% nature ---------- misc Light +6 A cap made of leather. |
| On hands | Salyvea the Flamesever (0 def, 6 armour) 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +2% Melee+ 6 physical Dmg.mod +4% physical Melee Ret 8 fire ----- def ----- Armour +6 Fatigue +1% Resists +3% acid +3% fire ---------- misc Talents +2 Flash Powder Unarmed combat: Power 9.5 - 13.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit.r1 +5 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | powerful iron torque of gale force [power 110] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 118 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
| On fingers | Blazevalor0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +3% acid +3% fire Res.pen +5% acid On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +8 Resists +3% fire Rings make your fingers look great! |
| Around neck | Aditha the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Wil +3 Con ----- def ----- Resists +12% light +10% darkness Blind- +20% ---------- misc Vim/s.crit +2.00 Masteries +0.12 Steamtech/Physics Amulets make your neck look great! |
| In main hand | Flarequarry (16-21 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 16.5 - 21.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Res.pen +5% fire ----- def ----- Defense +5 (+3 eff.) Sharp, short and deadly. |
| Around waist | rough leather belt 'Lisutha'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +2 (+1 eff.) Dmg.mod +6% acid Acc +5 (+2 eff.) ----- def ----- Phys.save +3 (+3 eff.) Spell.save +6 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | steady steel steamgun of tinkering (+3)4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Roaring Powder Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Phys.crit +1.0% Steampwr +6 (+2 eff.) Acc +5 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Grinadunadradin the Furnacegrinder (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +5.00% Melee Ret 4 fire ----- def ----- Defense +1 (+1 eff.) Resists +10% nature +10% cold Max.HP +34.00 ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe 'Emeleta' (5 def, 4 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% physical +11% fire ----- def ----- Armour +4 Defense +5 (+3 eff.) Resists +16% fire +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the wizard (efficiency 100% / cooldown 63%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd 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 63%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.3 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the titan (heal 64; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 64 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 452%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 452% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 152; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 152 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 26; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 26 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Healing Salve0.1 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. |
starlit copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% light +10% darkness Blind- +21% Amulets make your neck look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Mayussra the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun ----- def ----- Armour +4 Defense +9 (+5 eff.) Resists +12% lightning Spell.save +3 (+3 eff.) Rings make your fingers look great! |
steel ring 'Coalgasher'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% Res.pen +5% darkness ----- def ----- Resists +3% light Phys.save +18 (+13 eff.) Spell.save +9 (+6 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 148% 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! |
wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+3 eff.) Max.HP +20.00 Disarm- +20% Pinning- +23% Knockbk- +23% Rings make your fingers look great! |
acidic iron dagger of massacre (15-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 15.0 - 19.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
Dawnstake the rough leather sling4.0 T1 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Crit +1.0% Atk.spd 100% Range +7 Ranged+ +12 blight +4 physical While equipped: Stats +5 Dex dps ---------- Res.pen +5% arcane ----- def ----- Resists +3% light Die.at -60.00 life Slings are used to hurl stones or metal shots at your foes. |
Mayydhemira4.0 T2 sling 1H weapon [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit: * 10% chance to reduce armor by 10% While equipped: Stats +1 Str +2 Dex +2 Con dps ---------- Phys.pwr +6 (+3 eff.) On Hit (Ranged): * 20 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
fungal iron steamgun of life draining4.0 T1 steamgun 1H weapon [Ego] Arcane/Nature/Steamtech Mastery Roaring Powder Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +5 draining blight Uses 2.0 Steam While equipped: Stats +2 Con ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun of tinkering (+3)4.0 T1 steamgun 1H weapon [Ego] Master/Steamtech Mastery Roaring Powder Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of tinkering (+2)4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Roaring Powder Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str +3 Cun dps ---------- Phys.pwr +5 (+3 eff.) Steampwr +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Beletha the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Spell.pwr +3 (+2 eff.) Apr +3 ----- def ----- Crit.dmg- 5.00% Mind.save +6 (+3 eff.) ---------- misc Infravis +1 A belt that goes around your waist. |
Boltfame the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Wil +1 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Defense +1 (+1 eff.) Resists +1% physical +0% nature +0% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dairydenik (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +1 Mag +2 Wil +1 Con dps ---------- Res.pen +15% mind ----- def ----- Defense +1 (+1 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. |
Suntyphoon the pair of iron boots (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% mind Res.pen +5% mind ----- def ----- Armour +4 Fatigue +2% Mind.save +3 (+2 eff.) ---------- misc Max.psi +10.00 Light +3 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +2 Cun ----- def ----- Armour +2 Phys.save +8 (+8 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +7.0% Atk.spd 100% On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Baryratir' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature While equipped: Stats +1 Wil dps ---------- Melee+ 7 acid 14 nature Dmg.mod +3% acid +11% nature ----- def ----- Armour +2 Fatigue +3% Resists +7% acid +11% nature Mind.save +9 (+5 eff.) ---------- misc Light +3 Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 acid +12 nature On Hit: 20% Venomous Breath 3 On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
sand hardened leather gloves of strength (+4) (0 def, 7 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +7 Unarmed combat: Power 23.0 - 25.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +6 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's rough leather hat of strength (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +3 Fatigue +1% ---------- misc Light +0 Infravis +2 A hat made of leather. Very stylish. |
rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Max.HP +25.00 A suit of armour made of leather. |
3 agate0.0 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. |
51 alchemist agate0.0 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. |
aquamarine0.0 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 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. |
Automated Portable Extractor0.0 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. |
simple frost salve [power 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 138] simple healing salve [power 138]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 138 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 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. |
Dagondil (14/36, 18-22 power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master Power 18.0 - 21.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 36 Rld cld 4 Ranged+ +4 mind On Hit: * 20% chance to reduce all saves and defense by 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots (19/19, 28-33 power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 27.5 - 33.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
pouch of iron shots 'Salyreba' (18/18, 14-17 power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 14.5 - 17.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Proj.spd +100% Ranged+ +9 fire On Crit.r2 +4 physical +5 fire While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Ce'Nobeth [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical ----- def ----- Resists +1% physical Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 194] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
overpowered elm wand of lightning storm [power 164] (19 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 32 lightning damage and will be dazed for 1 turn (164 total damage) Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine0.0 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. |
2 citrine0.0 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. |
2 zircon0.0 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
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Raider the Yeek Raider level 5
79th Pyre 122nd year of Ascendancy at 17:29 see stats
Infinite x10 (Insane (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Raider the Yeek Raider level 13
2nd Summertide 122nd year of Ascendancy at 13:37 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Raider the Yeek Raider level 10
7th Mirth 122nd year of Ascendancy at 19:05 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Raider the Yeek Raider level 14
2nd Flare 122nd year of Ascendancy at 00:24 see stats
Log
You collect a new ingredient: stack of herbs (viperweed) (1).
You gain 1.00 gold from the melting of mossy mindstar of life (2-2 power, 12 apr, nature damage).
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 1.95 gold from the melting of horrifying vined mindstar of balance (5-6 power, 18 apr, mind damage).
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 4.19 gold from the melting of hateful vined mindstar of balance (6-6 power, 18 apr, mind damage).
You collect a new ingredient: lump of voratun (1).
You gain 2.65 gold from the melting of flaming voratun mace of massacre (52-72 power, 6 apr).
You collect a new ingredient: lump of steel (1).
You gain 2.00 gold from the melting of steel longsword of phasing (17-24 power, 9 apr).
You collect a new ingredient: lump of stralite (1).
You gain 10.60 gold from the melting of Lisydawen the Sootseam (32-46 power, 5 apr).
You gain 20.75 gold from the melting of Delylathatar the elm longbow.
You collect a new ingredient: lump of iron (1).
You gain 0.75 gold from the melting of acidic iron greatsword (16-26 power, 1 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.25 gold from the melting of iron dagger (10-12 power, 5 apr).
You collect a new ingredient: lump of iron (1).
You gain 2.60 gold from the melting of balanced iron dagger of massacre (17-22 power, 5 apr).
You collect a new ingredient: lump of steel (1).
You gain 1.00 gold from the melting of acidic steel dagger (10-14 power, 6 apr).
You gain 6.42 gold from the melting of Murklady the steel ring.
Raider uses Create Tinker.
Created tinker: mastercraft head lamp
You detach good head lamp from your Seargrit (0 def, 1 armour).
You attach mastercraft head lamp to your Seargrit (0 def, 1 armour) .
You collect a new ingredient: lump of steel (1).
You gain 0.05 gold from the melting of good head lamp.








































































