

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Better Item Description 1.7.4This 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 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:
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Sawbutcher |
Level / Exp | 20 / 84% |
Size | medium |
Lifes / Deaths | Killed by Elivena the temporal stalker at level 20 on the 8th Regrowth 123rd year of Ascendancy at 10:33 5 / 1 |
Primary Stats
Strength | 66 (base 38) |
Dexterity | 25 (base 10) |
Constitution | 71 (base 48) |
Magic | 12 (base 10) |
Willpower | 25 (base 10) |
Cunning | 20 (base 13) |
Resources
Life | -395/925 |
Steam | 33/100 |
Healing Factor | 1.7017833637761 |
Regeneration | 29.354708511904 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 6 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 86 |
Accuracy | 67 |
Crit Chance | 19% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 43 |
Accuracy | 67 |
Crit Chance | 19% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Physical | +13% |
Nature | +9% |
Fire | +3% |
Arcane | +6% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Mind | +25% |
Lightning | +30% |
Physical | +12% |
Fire | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 58.317011280365 (72.903125182002%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 33 |
Physical Save | 44 |
Spell Save | 27 |
Mental Save | 34 |
Defense: Resistances
Acid | + 13%( 70%) |
Arcane | + 15%( 70%) |
Mind | + 18%( 70%) |
All | + 10%( 70%) |
Lightning | + 46%( 70%) |
Light | + 21%( 70%) |
Temporal | + 24%( 70%) |
Physical | + 21%( 70%) |
Fire | + 15%( 70%) |
Darkness | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Disarm Resistance | 80% |
Bleed Resistance | 100% |
Pinning Resistance | 42% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. 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 94% efficiency and cooldown mod of 88%. 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 99% efficiency and cooldown mod of 59%. Its effects scale with your Magic 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 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Furnace | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Grinding Shield |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target's accuracy is improved by 87. Perfect Accuracy |
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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bloated horror heart. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed snow giant kidney. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +7 Defense +10 (+3 eff.) Resists +3% acid HP.reg +2.00 Pinning- +10% Stun/Frz- +20% ---------- misc Talents +1 Rocket Boots A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +3 Dex dps ---------- Phys.pwr +15 (+4 eff.) Apr +1 ----- def ----- Defense +15 (+5 eff.) Max.HP +43.00 ---------- misc 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 | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +7 Resists +3% lightning +9% mind +6% darkness Mind.save +8 (+4 eff.) Max.HP +53.00 Disarm- +70% ---------- misc Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Con dps ---------- Mind.crit +2% Mind.pwr +15 (+6 eff.) Res.pen +10% lightning Apr +6 ---------- misc Equi/ret +0.16 Light +1 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Wil +7 Cun +2 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +9% nature Res.pen +5% nature On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Defense +6 (+2 eff.) Spell.save +11 (+6 eff.) ---------- misc Max.stam +16.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +48.00 HP.reg +8.00 Heal.mod +11% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 Res.pen +20% mind +20% lightning ----- def ----- Resists +6% physical +12% light +12% darkness Blind- +20% ---------- misc Stam/turn +0.60 Mana/turn +0.19 Max.mana +32.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 15.5 - 23.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +10.0% Atk.spd 100% Block +26 On Hit.r1 +4 physical On Crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +6% Resists +17% lightning Max.HP +52.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +10.00 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 T3 belt armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% arcane +9% mind Melee Ret 4 mind ----- def ----- Resists +5% arcane +15% temporal Mind.save +8 (+4 eff.) Max.HP +49.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 steamsaw 1H weapon [Ego++] Master/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +10.0% Atk.spd 100% Block +25 Uses 1.0 Steam While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +7% physical On shield block: * Cause enemies within radius 6 to bleed for 241 physical damage over 5 turns (1/turn) ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Disarm- +10% ---------- 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! |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness +5% fire Melee Ret 30 physical On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +20 Defense +3 (+1 eff.) Fatigue +13% Resists +20% lightning +6% physical +6% fire Phys.save +13 (+4 eff.) Max.HP +20.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
Inventory
![]() 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+] Nature While equipped: ----- def ----- Armour +2 Resists +6% blight +8% nature +2% all Poison- +18% Disease- +15% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +10% Acc +7 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Stun/Frz- +30% Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +3 Con ----- def ----- Spell.save +11 (+6 eff.) ---------- misc Max.stam +14.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con ----- def ----- Resists +7% nature +6% blight Poison- +13% Disease- +13% Rings make your fingers look great! |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Dex +3 Con dps ---------- Res.pen +10% cold ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Cun dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +1% Resists +6% darkness Mind.save +5 (+3 eff.) Max.HP +40.00 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 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 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 9] simple frost salve [power 9]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (9% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 116] simple healing salve [power 116]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 116 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. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
![]() 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. |
Achievements
By Aerira the Skeleton Sawbutcher level 9
62nd Dusk 122nd year of Ascendancy at 20:51 see stats
By Aerira the Skeleton Sawbutcher level 10
72nd Dusk 122nd year of Ascendancy at 09:14 see stats
By Aerira the Skeleton Sawbutcher level 20
52nd Haze 122nd year of Ascendancy at 03:52 see stats
By Aerira the Skeleton Sawbutcher level 20
8th Allure 123rd year of Ascendancy at 11:32 see stats
By Aerira the Skeleton Sawbutcher level 5
50th Dusk 122nd year of Ascendancy at 09:41 see stats
By Aerira the Skeleton Sawbutcher level 5
49th Dusk 122nd year of Ascendancy at 01:05 see stats
By Aerira the Skeleton Sawbutcher level 16
28th Haze 122nd year of Ascendancy at 10:13 see stats
Log
Elivena the temporal stalker deactivates Chant of Resistance.
Elivena the temporal stalker's light area effect hits Aerira for 22 light damage.
Elivena the temporal stalker casts Healing Light.
Elivena the temporal stalker receives 487 healing.
Aerira uses Iron Grip.
Tempest of Metal misses Elivena the temporal stalker.
Tempest of Metal misses Elivena the temporal stalker.
Elivena the temporal stalker resists the effect 'Iron Grip'!
Aerira hits Elivena the temporal stalker for 73 physical, 11 fire (85 total damage).
Melee retaliation hits Aerira for 10 darkness damage.
Aerira uses Punishment.
Aerira unleashes a punishing strike for 60% bonus damage!
Aerira performs a melee critical strike against Elivena the temporal stalker!
Aerira performs a melee critical strike against Elivena the temporal stalker!
Elivena the temporal stalker resists the effect 'Numbing Darkness'!
Aerira hits Elivena the temporal stalker for 277 physical, 11 fire, 4 physical, 135 physical, 11 fire (439 total damage).
Melee retaliation hits Aerira for 0 darkness, 10 darkness (10 total damage).
Elivena the temporal stalker regains their energy.
Burning from Aerira hits Elivena the temporal stalker for 19 fire damage.
Hymn of Perseverance hits Aerira for 20 darkness damage.
Elivena the temporal stalker activates Hymn of Shadows.
Elivena the temporal stalker deactivates Hymn of Perseverance.
A shield forms around Elivena the temporal stalker.
Elivena the temporal stalker misses Aerira.
Aerira aims carefully.
Aerira performs a melee critical strike against Something!
Aerira hits Something for (143 absorbed), 0 physical, (11 absorbed), 0 fire, (4 absorbed), 0 physical, (43 absorbed), 0 physical, (11 absorbed), 0 fire (0 total damage).
Melee retaliation hits Aerira for 13 darkness, 13 darkness, 10 darkness, 10 darkness (46 total damage).