

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Annihilator |
| Level / Exp | 26 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Glibrewyn the mad druid at level 26 on the 31st Haze 122nd year of Ascendancy at 00:51 / 2Killed by Liserewe the mad druid at level 26 on the 31st Haze 122nd year of Ascendancy at 00:55 |
Primary Stats
| Strength | 39 (base 11) |
| Dexterity | 71 (base 46) |
| Constitution | 27 (base 16) |
| Magic | 15 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 64 (base 57) |
Resources
| Life | -49/711 |
| Steam | 95/100 |
| Healing Factor | 1.1386945338482 |
| Regeneration | 7.1168408365515 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 19 |
| See Invisible | 19 |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 41 |
| Crit Chance | 49% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Acid | +3% |
| Light | +15% |
| Temporal | +8% |
| Nature | +8% |
| Physical | +19% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Physical | +15% |
| Temporal | +7% |
| Nature | +15% |
| Arcane | +15% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 60.08934837382 (100%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 27 |
| Physical Save | 29 |
| Spell Save | 9 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 2%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 18%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 42%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 29%( 70%) |
| Physical | + 21%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 62% |
| Confusion Resistance | 49% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Disarm Resistance | 80% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.8 steam per turn. Can be activated for an instant burst of 49 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 137% efficiency and cooldown mod of 80%. Its effects scale with your Dexterity 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 154% efficiency and cooldown mod of 77%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Magnetism | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Steamtech / Chemical warfare | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Gluwyn the copperhead snake. Escort: temporal explorer (level 2 of Old Forest) | failed |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within3 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 | Ivybretha the Splendouroracle (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +35 (+6 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +3% Resists +12% fire +6% light +5% arcane Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | flaming pouch of voratun shots of accuracy (21/21, 54-64 power, 6 apr)3.0 T5 shot ammo [Ego] Arcane/Master Power 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +13 Apr +6 Crit +7.0% Capacity 21 On Hit.r1 +5 fire Shots are used with slings to pummel your foes to death. |
| Light source | Arulaith the Shiverpall2.0 T1 lite [Rare] Nature While equipped: Stats +6 Str dps ---------- Phys.crit +3.0% Phys.pwr +30 (+5 eff.) Dmg.mod +6% cold ----- def ----- Resists +6% cold Max.HP +44.00 ---------- 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 | dwarven-steel helm 'Blizzardwolf' (10 def, 7 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +30 (+5 eff.) Res.pen +10% cold +5% physical ----- def ----- Armour +7 Defense +10 (+3 eff.) Fatigue +4% Resists +6% lightning +9% temporal ---------- misc Infravis +8 Sight +1 See.Stealth +10 See.Invis +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Adymina the Splendourlord (0 def, 2 armour) 1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +10.0% Spell.crit +7% Mind.crit +11% Crit.mult +8.00% Phys.pwr +30 (+5 eff.) Dmg.mod +15% light +6% physical Melee Ret 4 physical ----- def ----- Armour +2 Disarm- +80% ---------- misc Talents +3 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 | Hurubers the Cloudoath (dig speed 28 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +25 (+4 eff.) Dmg.mod +9% lightning +6% physical +8% nature Res.pen +15% lightning +5% physical ----- def ----- Armour +4 Resists +13% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Layura the Swampwalker0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Mag +1 Wil dps ---------- Res.pen +15% nature ----- def ----- HP.reg +2.00 Stun/Frz- +22% ---------- misc Infravis +1 Rings make your fingers look great! |
| On fingers | Ce'Nedabeth the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% blight +5% arcane Mind.save +7 (+4 eff.) Confus- +29% Rings make your fingers look great! |
| Around neck | gold amulet 'Unrehir'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +16% mind +15% temporal HP.reg +2.00 Confus- +20% Pinning- +10% Stun/Frz- +10% Amulets make your neck look great! |
| In main hand | warden's stralite steamgun 4.0 T4 steamgun 1H weapon [Ego+] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: * splashes acid on your target dealing 55 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +3 Mag dps ---------- Dmg.mod +8% temporal +7% physical Res.pen +7% temporal +5% physical ---------- misc Reload +2 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Delosus the hardened leather belt 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +7 Cun +6 Con dps ---------- Phys.crit +8.0% Mind.crit +8% On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Fatigue -16% Resists +3% mind ---------- misc Max.enc +40 A belt that goes around your waist. |
| In off hand | voratun shield 'Nerita' (0 def, 10 armour, 68-81 power, 206 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 67.5 - 81.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +206 Melee+ +8 acid While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% arcane ----- def ----- Armour +10 Fatigue +8% Resists +9% acid +12% light +9% fire +6% cold +13% lightning Max.HP +60.00 Silence- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +18% lightning Stun/Frz- +30% A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Borfast's Cage (10 def, 22 armour) 17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +22 Hardiness +20% Defense +10 (+3 eff.) Fatigue +28% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+7 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
medical injector implant of the titan (efficiency 127% / cooldown 84%)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 127% efficiency and cooldown mod of 84%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 136% / cooldown 60%)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 136% efficiency and cooldown mod of 60%. 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 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.9 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 175 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune of the sneak (absorb 294; dur 4; cd 15)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 294 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove0.1 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. |
schematic: Air Recycler0.1 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. |
schematic: Armour Reinforcement0.1 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. |
schematic: Explosive Shell0.1 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. |
2 schematic: Focus Lens0.1 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. |
schematic: Fungal Web0.1 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. |
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. |
2 schematic: Iron Grip0.1 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. |
schematic: Magnetic Shell0.1 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. |
schematic: Mana Coil0.1 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. |
schematic: Mental Stimulator0.1 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. |
schematic: Pain Suppressor 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. |
schematic: Saw Shell0.1 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. |
Freezeshine0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +3 Mag +7 Cun +4 Con dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Mind.pwr +10 (+3 eff.) Mov.spd +10% Melee+ 7 light 5 darkness Dmg.mod +5% physical +11% darkness +12% cold +13% light +5% temporal On Melee Ret: * 7% chance to reduce damage dealt by 26% * 6% chance to blind ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +22% Amulets make your neck look great! |
Hellwisp0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Dmg.mod +12% lightning Res.pen +15% mind +15% fire ----- def ----- Fatigue -6% Resists +24% lightning Phys.save +10 (+5 eff.) ---------- misc Max.enc +26 Equi/ret +0.16 Rings make your fingers look great! |
Loridodir the Tidebreak0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% cold Res.pen +5% cold Melee Ret 6 cold ----- def ----- Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
gold ring 'Splendourzephyr'0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +7 Mag +9 Wil +6 Cun +2 Con dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +6% light ----- def ----- Resists +6% light Rings make your fingers look great! |
gold ring of fire (+26%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +13% fire ----- def ----- Resists +26% fire Rings make your fingers look great! |
marksman's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) Rings make your fingers look great! |
marksman's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +26% Rings make your fingers look great! |
mule's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% Max.HP +20.00 Disarm- +21% Pinning- +21% Knockbk- +20% ---------- misc Max.enc +22 Rings make your fingers look great! |
rogue's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
savior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+7 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
Camadehir the Undeathwoe4.0 T5 sling 1H weapon [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +14 acid +4 nature On Hit: * 20% chance to reduce damage dealt by 26% While equipped: Stats +4 Cun dps ---------- Crit.mult +10.00% Dmg.mod +17% acid Res.pen +20% mind ---------- misc Psi/ret +0.04 Slings are used to hurl stones or metal shots at your foes. |
Eilinuwyn the steel steamgun4.0 T2 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: ----- def ----- Resists +6% nature +9% fire Spell.save +12 (+11 eff.) Mind.save +15 (+8 eff.) Die.at -60.00 life Max.HP +100.00 HP.reg +1.30 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown dwarven-steel steamgun of tinkering (+3)4.0 T3 steamgun 1H weapon [Ego] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Overgrowth 3 Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Steampwr +6 (+2 eff.) ----- def ----- HP.reg +1.10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Mighty Girdle1.0 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. |
Bleakwill the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +24% acid +3% darkness ----- def ----- Defense +2 (+1 eff.) Resists +9% darkness +12% acid Phys.save +8 (+4 eff.) Max.HP +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cuthynarivon the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Dex +6 Con ----- def ----- Defense +2 (+1 eff.) Resists +15% acid Phys.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Die.at -90.00 life HP.reg +4.00 Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Lightoblivion' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +8 Str +2 Wil +2 Con ----- def ----- Defense +2 (+1 eff.) Resists +6% nature Crit.chn- 10.00% Phys.save +8 (+4 eff.) Spell.save +9 (+9 eff.) Max.HP +69.00 ---------- misc Light +1 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nightbolt the pair of hardened leather boots (5 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +2 Mag +3 Wil +6 Lck dps ---------- Dmg.mod +15% blight +6% darkness ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +6% blight Stealth +7 Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown A pair of boots made of leather. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 17 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 52 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
corrosive dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+1 eff.) Melee+ 8 acid Dmg.mod +5% acid ----- def ----- Armour +2 Fatigue +3% Resists +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (0 def, 6 armour)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 (+6 eff.) Spell.save +12 (+11 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Zurak (0 def, 11 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +4 Con ----- def ----- Armour +11 Fatigue +5% Resists +12% acid +23% fire +10% cold Max.HP +40.00 Blind- +20% A cap made of leather. |
Isumina the iron plate armour (5 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +15 (+3 eff.) Acc +15 (+5 eff.) Apr +3 ----- def ----- Armour +7 Defense +5 (+2 eff.) Fatigue +22% Resists +17% acid +2% physical A suit of armour made of metal plates. |
Coalvenom the dwarven-steel shield (0 def, 6 armour, 32-38 power, 90 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +90 Melee+ +15 cold On Hit.r1 +8 nature On Hit: * 20% chance to reduce damage dealt by 26% While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% nature +3% darkness On shield block: * Deals 178 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) * Cause enemies within radius 6 to bleed for 347 physical damage over 5 turns (1/turn) On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +6 Fatigue +8% Resists +8% acid +22% cold +5% lightning +8% fire ---------- misc Talents +1 Block Handheld deflection devices. |
5 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. |
441 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
Ulykalthofast the Taintbrace2.0 T1 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Resists +6% darkness +3% cold Die.at -20.00 life Max.HP +80.00 Pinning- +20% ---------- misc Light +6 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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. |
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. |
2 garnet0.0 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. |
Rod of Recall (1/1)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. |
potent healing salve [power 186] potent healing salve [power 186]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 186 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent pain suppressor salve [power 160] potent pain suppressor salve [power 160]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -160 life and reduces all damage by 16% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. 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. |
Shadowdash (22/55, 40-48 power, 3 apr)3.0 T3 shot ammo [Random Unique] Arcane/Master Power 40.0 - 48.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 55 On Hit.r1 +12 mind On Crit.r2 +8 mind +16 darkness On Hit: 20% Curse of Vulnerability 3 On Hit: * 10% chance to reduce damage dealt by 26% On Crit: * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +15% nature +15% cold Tinkers can be attached to normal items to improve them with steam power! |
ash totem of stinging 'Baryrab' [power 182] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% blight ----- def ----- Resists +6% blight +3% darkness Cut- +10% Sting an enemy dealing 197 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 29% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of healing [power 170] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 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. |
2 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. |
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. |
5 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ce'Noth the Skeleton Annihilator level 18
39th Dusk 122nd year of Ascendancy at 04:44 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ce'Noth the Skeleton Annihilator level 22
77th Dusk 122nd year of Ascendancy at 21:04 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ce'Noth the Skeleton Annihilator level 10
10th Mirth 122nd year of Ascendancy at 08:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ce'Noth the Skeleton Annihilator level 20
56th Dusk 122nd year of Ascendancy at 13:17 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Ce'Noth the Skeleton Annihilator level 22
60th Dusk 122nd year of Ascendancy at 18:40 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Ce'Noth the Skeleton Annihilator level 25
29th Haze 122nd year of Ascendancy at 22:01 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ce'Noth the Skeleton Annihilator level 22
77th Dusk 122nd year of Ascendancy at 07:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ce'Noth the Skeleton Annihilator level 8
6th Mirth 122nd year of Ascendancy at 13:24 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ce'Noth the Skeleton Annihilator level 5
1st Mirth 122nd year of Ascendancy at 16:54 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ce'Noth the Skeleton Annihilator level 20
57th Dusk 122nd year of Ascendancy at 14:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ce'Noth the Skeleton Annihilator level 15
2nd Dusk 122nd year of Ascendancy at 11:26 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Ce'Noth the Skeleton Annihilator level 26
31st Haze 122nd year of Ascendancy at 00:51 see stats
Log
Zombie bunny is corroded.
Zombie bunny is corroded.
Vorurelle the mad druid is not dazed anymore.
Zombie bunny is not dazed anymore.
Mad Archdruid is not dazed anymore.
Vorurelle the mad druid HEALS from acid damage!
Mad Archdruid's manaburn arcane area effect hits Zombie bunny for 0 arcane damage.
Mad Archdruid's manaburn arcane area effect hits Ivamira the zombie bunny for 0 arcane damage.
Mad Archdruid's manaburn arcane area effect hits Glibrewyn the mad druid for 30 arcane damage.
Mad Archdruid's manaburn arcane area effect hits Zombie bunny for 0 arcane damage.
Mad Archdruid's manaburn arcane area effect hits Zombie bunny for 0 arcane damage.
Mad Archdruid's manaburn arcane area effect hits Liserewe the mad druid for 17 arcane damage.
Mad Archdruid's manaburn arcane area effect hits Zombie bunny for 0 arcane damage.
Mad Archdruid's manaburn arcane area effect hits Zombie bunny for 0 arcane damage.
Mad Archdruid's manaburn arcane area effect hits Mad Archdruid for 21 arcane damage.
Mad Archdruid's manaburn arcane area effect hits Vorurelle the mad druid for (14 flat reduction), 21 arcane (21 total damage).
Liserewe the mad druid's corrosive acid area effect hits Zombie bunny for 51 acid damage.
Liserewe the mad druid's corrosive acid area effect hits Ivamira the zombie bunny for 43 acid damage.
Liserewe the mad druid's corrosive acid area effect hits Zombie bunny for 61 acid damage.
Liserewe the mad druid's corrosive acid area effect hits Zombie bunny for 47 acid damage.
Liserewe the mad druid's corrosive acid area effect hits Bethyletha of the Bunnypocalypse for 51 acid damage.
Liserewe the mad druid's corrosive acid area effect hits Zombie bunny for 51 acid damage.
Liserewe the mad druid's corrosive acid area effect hits Zombie bunny for 51 acid damage.
Liserewe the mad druid's corrosive acid area effect hits Zombie bunny for 45 acid damage.
Liserewe the mad druid's corrosive acid area effect hits Zombie bunny for 51 acid damage.
Liserewe the mad druid's corrosive acid area effect hits Zombie bunny for 51 acid damage.
Liserewe the mad druid's corrosive acid area effect hits Vorurelle the mad druid for (19 to psi shield), (14 flat reduction), 16 acid, 19 healing (16 total damage) [19 healing].
Liserewe the mad druid's corrosive acid area effect hits Zombie bunny for 51 acid damage.
Liserewe the mad druid's corrosive acid area effect hits Ce'Noth for 50 acid damage.
Ce'Noth the level 26 skeleton annihilator was corroded to death by Liserewe the mad druid on level 2 of Pikataclysm.












































































































