














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net 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:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Annihilator |
| Level / Exp | 14 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Bethora the giant carpenter ant at level 14 on the 16th Dusk 122nd year of Ascendancy at 00:37 4 / 2Killed by Samilach at level 14 on the 16th Dusk 122nd year of Ascendancy at 00:42 |
Primary Stats
| Strength | 28 (base 10) |
| Dexterity | 43 (base 32) |
| Constitution | 17 (base 17) |
| Magic | 10 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 45 (base 32) |
Resources
| Life | 435/435 |
| Steam | 100/100 |
| Healing Factor | 1.172941519274 |
| Regeneration | 2.6391184183664 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 9 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 55 |
| Crit Chance | 14% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 24.522593642275 (62.32946707186%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 27 |
| Physical Save | 26 |
| Spell Save | 8 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Temporal | + 6%( 70%) |
| Cold | + 30%( 70%) |
| Lightning | + 15%( 70%) |
| Fire | + 10%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 42% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Pinning Resistance | 30% |
| Poison Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 34 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 100% efficiency and cooldown mod of 69%. Its effects scale with your Strength 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 112% efficiency and cooldown mod of 61%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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 |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of iron boots 'Porymira' (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +15% lightning +6% temporal +3% cold +9% acid Crit.dmg- 15.00% Max.HP +20.00 Pinning- +10% ---------- misc Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Urthomathel the Firemoon (19/19, 111% power, 1 apr) 3.0 T1 shot ammo [Rare] Psionic Power 111% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Ranged+ +12 fire +6 physical On Hit.r1 +4 lightning On Crit.r2 +12 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 99 physical damage While equipped: ---------- misc Talents +1 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +45.00 Heal.mod +11% ---------- 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 | Falilar the iron helm (15 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Str +2 Cun ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +5% Resists +6% cold Phys.save +6 (+3 eff.) Mind.save +3 (+2 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Snowbliss the elm wand of shielding [power 110] (16/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 2 cold ----- def ----- Resists +3% cold Confus- +20% Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 37. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +21.00 Disarm- +21% Pinning- +20% Knockbk- +24% ---------- misc Max.enc +20 Rings make your fingers look great! |
| On fingers | copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | rough leather belt of valiance1.0 T1 belt armor [Ego+] Psionic While equipped: Stats +1 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +45.00 A belt that goes around your waist. |
| In main hand | steel steamgun of piercing 4.0 T2 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +18 Crit +12.0% Atk.spd 100% Range +7 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% all Acc +6 (+2 eff.) Apr +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| On hands | rough leather gloves 'Polonne' (0 def, 1 armour) 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Crit.mult +20.00% Acc +21 (+6 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +21% ---------- misc See.Invis +3 Talents +1 Toxic Cannister Launcher 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. |
| In off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | iron mail armour 'Snowsteel' (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun +3 Wil dps ---------- Crit.mult +5.00% Melee Ret 4 mind ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid +3% cold HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% ---------- misc Equi/ret +0.08 A suit of armour made of mail. |
Inventory
steam generator implant of the psychic (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.7 steam per turn. Can be activated for an instant burst of 29 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
blink rune of the psychic (range 3; phase 13; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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. |
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. |
Airfear the iron battleaxe (105% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 106% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +4 nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +9% all Acc +12 (+3 eff.) Apr +9 Melee Ret 2 nature On Hit (Melee): * 10% chance to reduce all saves and defense by 18 ----- def ----- Resists +21% lightning Massive two-handed battleaxes. |
chilling steel dagger of the mystic (105% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 106% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 cold While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.pwr +5 (+5 eff.) Sharp, short and deadly. |
hateful steel dagger of erosion (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Psionic Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature +7 darkness Against +9% Living Sharp, short and deadly. |
Galekalthoneg the Sunwish (126% power, 12 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +3.0% Atk.spd 100% Phasing +16% Melee+ +12 arcane On Hit.r1 +13 fire On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% arcane ----- def ----- Resists +3% light Massive two-handed swords. |
cruel elm magestaff (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+3 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Tinkerer's Twinblaster4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical On Hit.r1 +0 20% chance of physical repulsion Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
iron steamsaw of projection (100% power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego+] Psionic/Steamtech Power 100% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- 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! |
Turalarath the Cracklehack1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Dex +1 Mag +2 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% lightning Res.pen +15% lightning +5% mind ----- def ----- Resists +3% mind Mind.save +6 (+3 eff.) ---------- misc See.Invis +6 A belt that goes around your waist. |
linen robe of frost (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +7% all +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Samasin (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Crit.mult +5.00% Res.pen +10% mind ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Phys.save +11 (+5 eff.) Mind.save +11 (+6 eff.) Pinning- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
Yvykira the iron gauntlets (10 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +1 Defense +10 (+4 eff.) Fatigue +1% Max.HP +20.00 HP.reg +2.00 Disarm- +20% ---------- misc Stam/turn +0.60 Max.stam +10.00 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. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 26.61 to 79.84 lightning damage (53.22 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Xubrevena (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +0 Cun +3 Con ----- def ----- Armour +3 Fatigue +1% Resists +3% temporal Max.HP +20.00 Blind- +10% Disarm- +10% ---------- misc Infravis +2 A cap made of leather. |
rough leather hat 'Swampflash' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +4 Dex +2 Mag +3 Con dps ---------- Res.pen +20% nature ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) A hat made of leather. Very stylish. |
Daimerath the Bilesweep (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning +6% cold +6% nature A suit of armour made of mail. |
rejuvenating cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% fire HP.reg +2.10 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
Stormgrind (19/19, 137% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Nature/Master Power 137% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 19 Ranged+ +12 lightning +17 cold On Hit.r1 +16 lightning +12 darkness On Crit.r2 +11 lightning +8 cold +4 darkness On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
2 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. |
84 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. |
iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 73.28 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
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. |
simple frost salve [power 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 131] simple healing salve [power 131]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 131 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
crude magnetic shell0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
crude magnetic shell0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
iron grip0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
evasive elm totem of summon tentacle [power 100] (16/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 226 Base Damage: 102 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 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. |
4 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. |
7 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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Samilach the Skeleton Annihilator level 10
3rd Summertide 122nd year of Ascendancy at 13:06 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Samilach the Skeleton Annihilator level 13
8th Flare 122nd year of Ascendancy at 02:49 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Samilach the Skeleton Annihilator level 14
14th Dusk 122nd year of Ascendancy at 18:43 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Samilach the Skeleton Annihilator level 14
16th Dusk 122nd year of Ascendancy at 00:42 see stats
Log
Bethora the giant carpenter ant is wreathed in entropy.
Samilach is wreathed in entropy.
Samilach's cleansing fire area effect hits Bethora the giant carpenter ant for 19 fire damage.
Xuta the elven warrior's Netherblast hits Samilach for (7 exoskeleton), 56 temporal, (0 exoskeleton), 72 darkness (128 total damage).
Talent Magnetic Field is ready to use.
Talent Heavy Weapon Expertise is ready to use.
Talent Dig is ready to use.
Xuta the elven warrior casts Timeless.
Bethora the giant carpenter ant uses Lunge.
Samilach is disarmed!
Melee retaliation hits Bethora the giant carpenter ant for 2 mind, 1 cold (2 total damage).
Bethora the giant carpenter ant hits Samilach for (29 reactive armor), (7 exoskeleton), 85 physical (85 total damage).
Samilach's Reactive Armor hits Bethora the giant carpenter ant for (20 parried), 4 physical, 5 fire, 3 physical, 1 lightning (13 total damage).
Xuta the elven warrior loses 4 health to the entropy.
Bethora the giant carpenter ant is free of the entropy.
Bethora the giant carpenter ant performs a melee critical strike against Samilach!
Melee retaliation hits Bethora the giant carpenter ant for 1 mind, 1 cold, 1 mind, 1 cold (3 total damage).
Bethora the giant carpenter ant hits Samilach for (0 exoskeleton), 58 physical, (0 exoskeleton), 3 acid, (0 exoskeleton), 4 nature, (0 exoskeleton), 43 physical (107 total damage).
Samilach the level 14 skeleton annihilator was struck to death by Bethora the giant carpenter ant on level 3 of Rhaloren Camp.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Bethora the giant carpenter ant killed Samilach!
Saving game...
Saving done.
Talent Reactive Armor is ready to use.
Talent Block is ready to use.
New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!
































































































