
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.2 |
Addons | Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.6.0Official 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 Adventure |
Sex | Female |
Race | Thalore |
Class | Annihilator |
Level / Exp | 23 / 26% |
Size | medium |
Lifes / Deaths | Killed by Rantha the Abomination at level 21 on the 65th Dusk 122nd year of Ascendancy at 19:23 0 / 6Killed by Rantha the Abomination at level 21 on the 65th Dusk 122nd year of Ascendancy at 20:27 Killed by Chronolith Clone at level 21 on the 66th Dusk 122nd year of Ascendancy at 07:18 Killed by Chronolith Clone at level 21 on the 66th Dusk 122nd year of Ascendancy at 09:05 Killed by Mindworm at level 23 on the 1st Haze 122nd year of Ascendancy at 16:50 Killed by Amaline Brandle at level 23 on the 1st Haze 122nd year of Ascendancy at 16:55 |
Primary Stats
Strength | 43 (base 38) |
Dexterity | 42 (base 28) |
Constitution | 15 (base 10) |
Magic | 14 (base 10) |
Willpower | 19 (base 10) |
Cunning | 52 (base 39) |
Resources
Life | 474/474 |
Steam | 100/100 |
Healing Factor | 1.2705405405405 |
Regeneration | 24.457905405405 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -60.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 6 |
See Stealth | 23 |
See Invisible | 23 |
Offense: Mainhand
Damage | 35 |
Accuracy | 54 |
Crit Chance | 17% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 14 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Light | +25% |
Nature | +15% |
Fire | +6% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Physical | +25% |
Arcane | +25% |
Fire | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 54.511077022655 (100%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 40 |
Physical Save | 33 |
Spell Save | 11 |
Mental Save | 22 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 17%( 70%) |
Physical | + 11%( 70%) |
Cold | + 13%( 70%) |
All | + 5%( 70%) |
Darkness | + 61%( 70%) |
Light | + 61%( 70%) |
Temporal | + 26%( 70%) |
Lightning | + 12%( 70%) |
Fire | + 17%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 88% |
Bleed Resistance | 20% |
Disarm Resistance | 20% |
Knockback Resistance | 31% |
Instadeath Resistance | 100% |
Blind Resistance | 42% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 43 steam. 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | Has 1 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 1 Ammo |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 51% and triggers a radius 7 conal explosion dealing 112% steamgun damage. 1 stacks remaining. Reactive Armor |
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 |
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 failed to protect the injured seer from death by thought-forged bowman. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost warrior from death by spitting spider. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+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 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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 |
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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +3 Mag dps ---------- Res.pen +5% lightning ----- def ----- Armour +1 Defense +2 (+0 eff.) ---------- misc Talents +1 Rocket Boots Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 shot ammo [Rare] Nature Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Proj.spd +200% Ranged+ +20 blight +4 arcane On Hit.r1 +20 mind On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 132 physical damage While equipped: ---------- misc Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +1 Resists +3% cold Die.at -20.00 life HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Talents +1 Project Saw 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 | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Resists +3% temporal Crit.dmg- 5.00% HP.reg +2.00 Blind- +20% Knockbk- +10% Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Cun +6 Wil dps ---------- Mind.pwr +7 (+4 eff.) Melee+ 5 physical Ranged+ 9 physical Res.pen +25% arcane Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce all saves and defense by 20 On Hit (Ranged): * 13% chance to reduce all saves and defense by 20 ----- def ----- Resists +9% acid HP.reg +3.00 Stun/Frz- +32% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: dps ---------- Mov.spd +18% Dmg.mod +15% nature Acc +10 (+3 eff.) Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +10 (+3 eff.) Resists +30% nature +3% temporal Max.HP +53.00 HP.reg +10.00 Heal.mod +13% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown Activation is instant. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% fire ----- def ----- Resists +10% light +10% darkness HP.reg +2.00 Blind- +22% Cut- +20% Amulets can have magical properties. |
In main hand | ![]() 4.0 T2 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +13 nature On Hit.r1 +4 light On Hit: * splashes acid on your target dealing 19 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +5% nature Acc +5 (+2 eff.) ----- def ----- Resists +3% light +9% darkness +3% all ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Str +1 Con dps ---------- Crit.mult +10.00% Res.pen +25% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +10 Defense +10 (+3 eff.) Phys.save +3 (+2 eff.) Create a temporary shield that absorbs 296 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor [Ego++] Arcane When used to Attack: Power 26.5 - 31.8 Physical Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +80 Melee+ +11 light +12 darkness On Crit.r2 +12 light +14 fire While equipped: Stats +5 Cun +3 Mag dps ---------- Dmg.mod +12% light +12% darkness On shield block: * Deals 19 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +7% fire +16% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +20 (+6 eff.) Resists +16% temporal +15% darkness +6% nature Phys.save +12 (+6 eff.) Def/telep +15 Res/telep +12% Dur/telep +15% ---------- misc Light +3 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +10 Hardiness +20% Fatigue +27% Resists +7% acid +6% physical +12% darkness +10% blight +6% fire +5% cold +7% lightning Disarm- +20% Stun/Frz- +26% Knockbk- +21% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 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 226.00 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 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +20% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% lightning +6% blight ---------- misc Masteries +0.12 Steamtech/Chemistry Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +1 Mag +2 Con dps ---------- Dmg.mod +14% physical ----- def ----- Resists +14% physical +9% cold Spell.save +3 (+3 eff.) ---------- misc Infravis +3 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Silence- +20% ---------- misc Mana/turn +0.12 Rings can have magical properties. |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Master Power 23.5 - 35.3 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +16 insidious poison +10 temporal +10 nature While equipped: dps ---------- Spell.crit +1% Crit.mult +5.00% Dmg.mod +6% arcane Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +31% ---------- misc Mana/turn +0.16 Massive two-handed battleaxes. This item has been sent to the Item's Vault. |
![]() 4.0 T3 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +5 Cun +3 Mag dps ---------- Phys.crit +1.0% Acc +9 (+3 eff.) ----- def ----- Resists +6% mind ---------- misc See.Invis +6 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%) Crit +2.0% Atk.spd 100% Range +8 Proj.spd +200% Ranged+ +8 light While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Crit.mult +15.00% Dmg.mod +15% nature Acc +10 (+3 eff.) Melee Ret 4 light ----- def ----- Armour +8 Slings are used to hurl stones or metal shots at your foes. |
![]() 1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% cold +5% fire Max.HP +31.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +0 Cun +8 Dex ----- def ----- Armour +3 Fatigue +5% Resists +9% acid Spell.save +3 (+3 eff.) Mind.save +0 (+0 eff.) Max.HP +20.00 Blind- +10% Silence- +0% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +0 Cun +3 Con ----- def ----- Armour +2 Fatigue +1% Mind.save +0 (+0 eff.) ---------- misc Infravis +1 A hat made of leather. Very stylish. |
![]() 9.0 T3 light armor [Rare] Disrupt While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind +21% fire Res.pen +25% fire ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +15% nature +16% blight D.Red.from +10% Unnatural ---------- misc Psi/ret +0.16 Max.hate +10.00 A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs - Massive armour training Str 48 [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +13 Defense +25 (+8 eff.) Fatigue +22% Resists +21% lightning Max.HP +46.00 Silence- +20% Disarm- +20% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Res.pen +10% mind +5% blight ----- def ----- Armour +24 Fatigue +22% Resists +11% acid +11% physical +20% darkness +8% cold +29% blight +9% fire +3% mind +8% lightning Phys.save +19 (+9 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor [Unique] Nature When used to Attack: Power 28.5 - 39.9 Physical Uses 150% Cun Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 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 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 (+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. |
![]() 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 (+4 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+4 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 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 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 [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 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 8 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 50% 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. |
![]() 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 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent pain suppressor salve [power 159] potent pain suppressor salve [power 159]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Let you fight up to -159 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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 141] simple healing salve [power 141]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 141 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T1 shot ammo [Normal] Power 14.5 - 17.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 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! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. 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: Stats +4 Cun ----- def ----- Mind.save +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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 Amaline Brandle the Thalore Annihilator level 18
29th Dusk 122nd year of Ascendancy at 21:36 see stats
By Amaline Brandle the Thalore Annihilator level 13
3rd Dusk 122nd year of Ascendancy at 21:29 see stats
By Amaline Brandle the Thalore Annihilator level 20
63rd Dusk 122nd year of Ascendancy at 10:21 see stats
By Amaline Brandle the Thalore Annihilator level 18
30th Dusk 122nd year of Ascendancy at 00:08 see stats
By Amaline Brandle the Thalore Annihilator level 10
6th Mirth 122nd year of Ascendancy at 18:43 see stats
By Amaline Brandle the Thalore Annihilator level 20
63rd Dusk 122nd year of Ascendancy at 09:47 see stats
By Amaline Brandle the Thalore Annihilator level 17
29th Dusk 122nd year of Ascendancy at 17:49 see stats
By Amaline Brandle the Thalore Annihilator level 8
3rd Mirth 122nd year of Ascendancy at 21:06 see stats
By Amaline Brandle the Thalore Annihilator level 18
29th Dusk 122nd year of Ascendancy at 21:36 see stats
By Amaline Brandle the Thalore Annihilator level 18
48th Dusk 122nd year of Ascendancy at 11:27 see stats
By Amaline Brandle the Thalore Annihilator level 19
53rd Dusk 122nd year of Ascendancy at 03:40 see stats
Log
Mindworm converts some damage to Psi!
Amaline Brandle's Shoot hits Mindworm for (29 blocked), (13 resonance), 5 to psi, 3 physical, (7 blocked), 0 physical, (6 dismissed), (3 resonance), 1 to psi, 1 blight, (5 dismissed), (3 resonance), 1 to psi, 1 nature, (2 dismissed), (1 resonance), 0 to psi, 0 arcane, (2 dismissed), (1 resonance), 0 to psi, 0 light, (5 dismissed), (1 resonance), 0 to psi, 0 mind (14 total damage).
Mindworm uses Mental Shielding.
Mindworm is less vulnerable.
Mindworm's mind is clear!
Mindworm's mind surges with critical power!
Mindworm uses Mind Sear.
Mindworm converts some damage to Psi!
Mindworm mentally dismisses some damage!
Burning Phosphorous from Amaline Brandle hits Mindworm for (13 dismissed), (3 resonance), 1 to psi, 1 fire (2 total damage).
Mindworm hits Amaline Brandle for (0 exoskeleton), 473 mind (473 total damage).
Mindworm receives 8 healing (20 psi heal).
Amaline Brandle the level 23 thalore annihilator was mentally tortured to death by Mindworm and mind-probed on level 2 of Noxious Caldera.
Amaline Brandle shoots!
You have no more lives left.
Amaline Brandle is free from the mental invasion.
Amaline Brandle is no longer distorted.
Amaline Brandle is no longer being ravaged.
Amaline Brandle deactivates Exoskeleton.
Amaline Brandle deactivates Rocket Pod.
Amaline Brandle's regains its senses.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Mindworm killed Amaline Brandle!
Talent Grenade Launcher is ready to use.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Saving game...