

















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: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
Possessor Bonus Class 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 Items Vault 1.7.0Donators/Buyers bonus! 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 | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Annihilator |
Level / Exp | 28 / 64% |
Size | medium |
Lifes / Deaths | Killed by Sleeping Lisybeth at level 28 on the 29th Dusk 123rd year of Ascendancy at 23:18 / 1 |
Primary Stats
Strength | 17 (base 17) |
Dexterity | 81 (base 53) |
Constitution | 27 (base 10) |
Magic | 10 (base 10) |
Willpower | 18 (base 10) |
Cunning | 73.8 (base 60) |
Resources
Life | -10/637 |
Steam | 40/100 |
Healing Factor | 1.1386945338482 |
Regeneration | 0.28467363346206 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 2 |
Infravision | 17 |
See Stealth | 36 |
See Invisible | 36 |
Offense: Mainhand
Damage | 64 |
Accuracy | 65 |
Crit Chance | 28% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 44 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +22% |
Fire | +30% |
Physical | +12% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Fire | +80% |
Physical | +20% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 46 (49.007671158813%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 4.6899726700218 |
Physical Save | 40 |
Spell Save | 24 |
Mental Save | 42 |
Defense: Resistances
Physical | + 23%( 70%) |
Cold | + 7%( 70%) |
All | + 4%( 70%) |
Lightning | + 57%( 70%) |
Light | + 21%( 70%) |
Temporal | + 20%( 70%) |
Darkness | + 21%( 70%) |
Mind | + 16%( 70%) |
Fire | + 7%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Teleport Resistance | 100% |
Stun Resistance | 40% |
Pinning Resistance | 87% |
Instadeath Resistance | 100% |
Knockback Resistance | 89% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 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 136% efficiency and cooldown mod of 61%. 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 134% efficiency and cooldown mod of 71%. Its effects scale with your Cunning 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 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Artillery | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
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 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
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 failed to protect the lost defiler from death by snow giant thunderer. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by gigantic corrosive tunneler. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | 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 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +3% lightning +6% cold ----- def ----- Armour +3 Fatigue +2% Resists +3% cold +3% fire +6% darkness +3% nature Phys.save +19 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Arcane Power 33.5 - 40.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Ranged+ +8 fire +13 temporal +20 nature On Hit.r1 +12 nature +16 fire On Crit.r2 +20 nature +12 fire On Hit: * 7% chance to gain 10% of a turn (3/turn limit) While equipped: ---------- misc Talents +3 Hook Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +8 Dex dps ---------- Res.pen +15% fire Apr +4 ----- def ----- Armour +6 Fatigue +3% Resists +12% darkness +6% mind Silence- +0% ---------- misc Infravis +11 Sight +2 See.Stealth +15 See.Invis +15 A hat made of leather. Very stylish. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 11 lightning Dmg.mod +7% lightning +24% fire Res.pen +15% cold +20% fire ----- def ----- Armour +3 Fatigue +5% Resists +10% lightning +18% light Disarm- +90% ---------- misc Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +7 (+2 eff.) Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +20% ---------- misc Max.enc +23 Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +17% temporal Pinning- +27% Knockbk- +28% Amulets make your neck look great! |
In main hand | ![]() 4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Crit +0.0% Atk.spd 100% Range +7 Proj.spd +800% On Hit: * injects a simple virus dealing 103 blight damage on hit and lowering the victims highest stat Uses 2.0 Steam While equipped: Stats +5 Con dps ---------- Phys.crit +2.0% Steampwr +8 (+2 eff.) Dmg.mod +12% physical Res.pen +20% physical +5% fire On Hit (Ranged): * 20% chance to reduce all saves and defense by 34 ----- def ----- Armour +5 ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +12% lightning Res.pen +20% fire Melee Ret 8 lightning On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Resists +12% lightning Spell.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +83 While equipped: dps ---------- Spell.crit +3% S.pwr/crit +10 ----- def ----- Armour +7 Fatigue +8% Resists +9% lightning +15% physical +6% nature ---------- misc Mana/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +6% fire Res.pen +10% acid +5% fire On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Defense +2 (+0 eff.) Resists +24% lightning Stun/Frz- +40% ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Rare] Psionic While equipped: Stats +4 Dex +2 Con dps ---------- Res.pen +15% fire Apr +2 Melee Ret 40 physical ----- def ----- Armour +22 Defense +24 (+6 eff.) Fatigue +9% Resists +7% mind +5% physical Mind.save +16 (+6 eff.) A suit of armour made of leather. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd 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 Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 54 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 222.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +3 Cun dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +10 (+3 eff.) Melee+ 16 physical Ranged+ 19 physical Dmg.mod +5% all On Hit (Melee): * 12% chance to reduce all saves and defense by 34 On Hit (Ranged): * 12% chance to reduce all saves and defense by 34 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 arcane On Hit.r1 +8 nature On Hit: * 20% chance to slow global speed by 62% * 25% chance for lightning to strike from the target to a second target dealing 76 damage While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +10% light Melee Ret 4 arcane On Hit (Melee): * 10% chance to slow global speed by 62% ----- def ----- Resists +9% light ---------- misc Light +3 Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Normal] Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 33.0 - 52.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Mag +2 Wil dps ---------- Spell.pwr +10 (+4 eff.) Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +17 cold On Crit.r2 +16 mind While equipped: Stats +2 Dex +5 Mag +3 Cun dps ---------- Dmg.mod +9% fire +9% mind +21% cold ----- def ----- Resists +12% mind Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Nature Power 27.5 - 38.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +25 acid +20 nature While equipped: dps ---------- Res.pen +11% acid +10% nature Apr +8 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Dex +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Res.pen +15% temporal Acc +10 (+3 eff.) ----- def ----- Resists +3% lightning +9% blight Spell.save +5 (+2 eff.) Pinning- +20% Stun/Frz- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Normal] Nature Power 7.0 - 7.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) On Hit (Ranged): * 20 arcane resource burn ----- def ----- Armour +2 Resists +3% fire Phys.save +3 (+1 eff.) Heal.mod +10% Cut- +20% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +16 mind +8 arcane On Hit.r1 +8 mind While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +21% arcane +30% mind On Hit (Ranged): * 20% chance to reduce all saves and defense by 34 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ----- def ----- Armour +5 Defense +6 (+2 eff.) ---------- misc Wards +2 arcane Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego++] Nature/Psionic Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +12 lightning +5 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +20% Res.pen +10% lightning +7% cold One-handed war axes. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +3 (+1 eff.) A belt that goes around your waist. |
![]() 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (92 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (157 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Melee+ 6 acid 12 temporal 5 cold 6 fire 8 lightning Ranged+ 12 temporal Dmg.mod +9% acid +5% temporal On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Armour +8 Resists +12% acid +9% temporal Mind.save +11 (+4 eff.) Max.HP +54.00 Disarm- +0% 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. |
![]() 2.0 T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +16% acid HP.reg +3.90 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +116 Melee+ +16 mind While equipped: dps ---------- Melee+ 16 cold Res.pen +5% mind Melee Ret 9 ice ----- def ----- Armour +6 Fatigue +8% Resists +6% darkness Disease- +10% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
great healing salve [power 396] great healing salve [power 396]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 61% cooldown modifier. Heal 396 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great pain suppressor salve [power 345] great pain suppressor salve [power 345]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 61% cooldown modifier. Let you fight up to -345 life and reduces all damage by 24% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 17] simple frost salve [power 17]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 61% cooldown modifier. Remove 1 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo [Rare] Nature Power 31.5 - 37.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +13 Crit +7.0% Capacity 20 Proj.spd +200% Ranged+ +13 cold On Hit.r1 +20 nature On Crit.r2 +9 cold While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego+] Arcane/Master Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 24 Rld cld 4 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Melee Ret 4 darkness ----- def ----- Resists +3% blight +15% fire +6% mind Heal.mod +10% Disarm- +20% ---------- misc Max.psi +10.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kulee the Halfling Annihilator level 19
73rd Haze 122nd year of Ascendancy at 00:19 see stats
By Kulee the Halfling Annihilator level 9
9th Dusk 122nd year of Ascendancy at 04:29 see stats
By Kulee the Halfling Annihilator level 19
63rd Regrowth 123rd year of Ascendancy at 15:31 see stats
By Kulee the Halfling Annihilator level 27
24th Dusk 123rd year of Ascendancy at 09:31 see stats
By Kulee the Halfling Annihilator level 10
17th Dusk 122nd year of Ascendancy at 04:42 see stats
By Kulee the Halfling Annihilator level 20
63rd Regrowth 123rd year of Ascendancy at 17:49 see stats
By Kulee the Halfling Annihilator level 19
1st Wintertide 123rd year of Ascendancy at 20:22 see stats
By Kulee the Halfling Annihilator level 28
28th Dusk 123rd year of Ascendancy at 06:38 see stats
By Kulee the Halfling Annihilator level 28
29th Dusk 123rd year of Ascendancy at 23:18 see stats
By Kulee the Halfling Annihilator level 7
79th Pyre 122nd year of Ascendancy at 06:05 see stats
By Kulee the Halfling Annihilator level 21
79th Regrowth 123rd year of Ascendancy at 12:32 see stats
By Kulee the Halfling Annihilator level 12
33rd Dusk 122nd year of Ascendancy at 10:30 see stats
By Kulee the Halfling Annihilator level 25
2nd Flare 123rd year of Ascendancy at 23:05 see stats
By Kulee the Halfling Annihilator level 16
67th Dusk 122nd year of Ascendancy at 11:58 see stats
Log
Sleeping Lisybeth uses Mindlash.
Kulee tries to evade attacks.
Kulee shrugs off the effect 'Off-balance'!
Static Shield from Kulee hits Sleeping Lisybeth for 0 lightning, 15 lightning (15 total damage).
Kulee's Rocket Pod hits Sleeping Lisybeth for (3 to psi shield), 4 temporal, 5 fire, (3 to psi shield), 5 nature, (2 to psi shield), 3 nature, 10 fire (26 total damage).
Melee retaliation hits Kulee for (1 exoskeleton), 1 lightning, (19 exoskeleton), 19 cold (20 total damage).
Sleeping Lisybeth hits Kulee for (54 exoskeleton), 54 physical (54 total damage).
Sleeping Lisybeth hits Medic turret for 132 physical damage.
Kulee's Grenade Launcher hits Sleeping Lisybeth for (5 to psi shield), 8 temporal, 10 fire, (7 to psi shield), 10 nature, (4 to psi shield), 6 nature, 19 fire (52 total damage).
Dozing Gylaith activates a prepared device.
Melee retaliation hits Medic turret for 4 lightning, 40 cold (45 total damage).
Medic turret hits Sleeping Lisybeth for (0 to psi shield), 0 physical (0 total damage).
Medic turret receives 84 healing.
The shattering blow creates a shockwave!
Viral Injection from Kulee hits Sleeping Lisybeth for 18 blight damage.
Sleeping Lisybeth's Beyond the Flesh hits Medic turret for 81 physical, 13 lightning, 21 physical, 45 acid (159 total damage).
Dozing Gylaith's armor corrodes!
Dozing Gylaith slows down.
New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Kulee stops burning.
Talent Implant: Medical Injector is ready to use.
Talent Safety Override is ready to use.
Static Shield from Kulee hits Dozing Gylaith for 30 lightning, 19 lightning (49 total damage).
Kulee hits Dozing Gylaith for 187 physical damage.
Kulee hits Sleeping Lisybeth for (47 to psi shield), 70 physical (70 total damage).
Crippling Poison from Sleeping Lisybeth hits Kulee for (29 exoskeleton), 29 nature (29 total damage).
Melee retaliation hits Kulee for (2 exoskeleton), 2 acid, (6 exoskeleton), 6 cold (8 total damage).
Raze hits Kulee for (3 exoskeleton), 3 darkness, (2 exoskeleton), 2 darkness, (3 exoskeleton), 3 darkness (8 total damage).
Bleeding from Dozing Gylaith hits Kulee for (7 exoskeleton), 7 physical (7 total damage).
Kulee the level 28 halfling annihilator was slimed to death by Sleeping Lisybeth on level 3 of Dreadfell.