
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Annihilator |
Level / Exp | 18 / 44% |
Size | medium |
Lifes / Deaths | Killed by Nejin the quasit squad leader at level 18 on the 75th Haze 122nd year of Ascendancy at 14:30 / 1 |
Primary Stats
Strength | 14 (base 16) |
Dexterity | 47 (base 31) |
Constitution | 27 (base 26) |
Magic | 21 (base 10) |
Willpower | 20 (base 10) |
Cunning | 47 (base 30) |
Resources
Life | -104/581 |
Steam | 7/106 |
Healing Factor | 1.3486945338482 |
Regeneration | 18.814288747183 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Stealth | 19 |
See Invisible | 19 |
Offense: Mainhand
Damage | 27 |
Accuracy | 47 |
Crit Chance | 27% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 20 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Mind | +6% |
Fire | +12% |
Cold | +11% |
Nature | +11% |
Offense: Damage Penetration
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 23 (38.594633868923%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 14 |
Mental Save | 40 |
Defense: Resistances
Nature | + 43%( 70%) |
Acid | + 24%( 70%) |
Light | + 35%( 70%) |
Temporal | + 19%( 70%) |
Blight | + 23%( 70%) |
Cold | + 52%( 70%) |
Mind | + 28%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Disarm Resistance | 60% |
Teleport Resistance | 100% |
Stun Resistance | 26% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: 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 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 110% efficiency and cooldown mod of 60%. |
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: 16 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 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Demolition | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Gadgets | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Doomelf | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed orc heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed honey tree root. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Crit.mult +15.00% Melee Ret 6 mind ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% ---------- misc Hate/m.crit +1.00 Max.psi +20.00 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. 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 T1 shot ammo [Ego++] Master Power 18.0 - 21.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +16.0% Capacity 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +1 Magnetic Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Resists +3% mind Max.HP +45.00 ---------- misc Psi/ret +0.12 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 | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% fire +11% cold ----- def ----- Defense +1 (+1 eff.) Resists +9% acid +22% cold +3% light Mind.save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +7 (+3 eff.) Max.HP +43.00 Disarm- +60% ---------- misc Talents +1 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 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 9 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 +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +44.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Dex +3 Mag dps ---------- Dmg.mod +10% light +11% nature ----- def ----- Resists +20% light +22% nature HP.reg +2.00 Stun/Frz- +26% ---------- misc Infravis +2 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() 4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +14 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Dex 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] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +3% fire Res.pen +15% cold ----- def ----- Max.HP +33.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +58 Melee+ +10 cold While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 117 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +15 Fatigue +8% Resists +11% mind +11% cold Phys.save +3 (+2 eff.) Max.HP +20.00 HP.reg +4.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun ----- def ----- Defense +7 (+3 eff.) Resists +3% blight +3% temporal +10% nature +10% cold Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +5% blight +9% all Mind.save +19 (+7 eff.) Max.HP +54.00 HP.reg +1.70 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 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 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str +5 Dex +3 Mag +5 Cun +5 Con dps ---------- Spell.crit +2% Phys.pwr +7 (+3 eff.) S.pwr/crit +2 Melee+ 8 physical Ranged+ 14 physical Res.pen +5% mind Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 23 On Hit (Ranged): * 10% chance to reduce all saves and defense by 23 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 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 make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Rare] Nature Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +6 acid +13 nature While equipped: dps ---------- Dmg.mod +9% light +6% darkness Res.pen +9% acid +11% nature +25% darkness +25% mind Apr +8 On Hit (Melee): * 20% chance to reduce damage dealt by 19% ---------- misc Equi/ret +0.12 Sharp, short and deadly. |
![]() 4.0 T1 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% On Crit.r2 +8 darkness Uses 2.0 Steam While equipped: Stats +3 Dex +2 Con dps ---------- Dmg.mod +9% darkness ---------- misc Light +1 Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 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 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. |
![]() 3.0 T1 shot ammo [Rare] Master Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +9.0% Capacity 10 Ranged+ +4 mind +8 cold On Crit.r2 +16 cold On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 13.5 - 16.2 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 Melee+ +10 lightning While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% temporal Res.pen +15% acid Melee Ret 1 lightning On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Armour +4 Fatigue +8% Resists +18% acid +17% fire +11% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +5 Defense +6 (+3 eff.) Fatigue +7% Resists +5% acid +6% cold Max.HP +38.00 HP.reg +3.10 Heal.mod +10% ---------- misc Breathe water A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +5% acid +7% physical +5% lightning +10% blight +10% cold +12% nature +8% fire Disarm- +26% Stun/Frz- +25% Knockbk- +26% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Mag +2 Con dps ---------- Melee Ret 6 lightning ----- def ----- Resists +5% fire +12% cold Crit.chn- 15.00% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex +2 Con dps ---------- Phys.crit +1.0% Mind.pwr +3 (+2 eff.) Dmg.mod +9% cold ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Max.stam +20.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% darkness +12% cold Melee Ret 6 fire ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
![]() 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 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. |
![]() 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. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Con dps ---------- Mind.pwr +5 (+3 eff.) Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 22% ---------- misc Max.hate +6.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 10] simple frost salve [power 10]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 (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 126] simple healing salve [power 126]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 126 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent healing salve [power 165] potent healing salve [power 165]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 165 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent pain suppressor salve [power 142] potent pain suppressor salve [power 142]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -142 life and reduces all damage by 14% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Dmg.mod +6% nature +3% mind ----- def ----- Resists +16% nature +3% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
![]() 2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 105 Armor: 8 All Resist: 2 Puts all charms on 25 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Rami rasauttaa raketilla the Doomelf Annihilator level 10
13rd Haze 122nd year of Ascendancy at 03:26 see stats
By Rami rasauttaa raketilla the Doomelf Annihilator level 6
76th Pyre 122nd year of Ascendancy at 20:43 see stats
By Rami rasauttaa raketilla the Doomelf Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 04:28 see stats
By Rami rasauttaa raketilla the Doomelf Annihilator level 6
78th Pyre 122nd year of Ascendancy at 14:29 see stats
By Rami rasauttaa raketilla the Doomelf Annihilator level 10
6th Mirth 122nd year of Ascendancy at 15:55 see stats
By Rami rasauttaa raketilla the Doomelf Annihilator level 17
63rd Haze 122nd year of Ascendancy at 15:40 see stats
Log
Steamgun turret's Steamgun Turret hits Nejin the quasit squad leader for 80 physical damage.
Steamgun turret's Steamgun Turret hits Nejin the quasit squad leader for (24 parried), 14 physical (14 total damage).
Nejin the quasit squad leader uses Heartseeker.
Nejin the quasit squad leader performs a melee critical strike against Rami rasauttaa raketilla!
Nejin the quasit squad leader hits Rami rasauttaa raketilla for (48 reactive armor), (56 exoskeleton), 56 physical, (61 exoskeleton), 172 physical, (0 exoskeleton), 12 blight (240 total damage).
Melee retaliation hits Nejin the quasit squad leader for 3 mind, 3 mind (6 total damage).
Rami rasauttaa raketilla's Reactive Armor misses Nejin the quasit squad leader.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
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Keyboard input temporarily disabled.
Rami rasauttaa raketilla receives 223 healing.
Overclock from Rami rasauttaa raketilla hits Nejin the quasit squad leader for 25 lightning damage.
Rami rasauttaa raketilla is not affected anymore by the salve.
Steamgun turret's Steamgun Turret misses Nejin the quasit squad leader.
Steamgun turret's Steamgun Turret hits Nejin the quasit squad leader for (24 parried), 45 physical (45 total damage).
Nejin the quasit squad leader uses Flurry.
Nejin the quasit squad leader performs a melee critical strike against Rami rasauttaa raketilla!
Nejin the quasit squad leader performs a melee critical strike against Rami rasauttaa raketilla!
Nejin the quasit squad leader performs a melee critical strike against Rami rasauttaa raketilla!
Nejin the quasit squad leader performs a melee critical strike against Rami rasauttaa raketilla!
Nejin the quasit squad leader performs a melee critical strike against Rami rasauttaa raketilla!
Nejin the quasit squad leader hits Rami rasauttaa raketilla for (45 reactive armor), (11 exoskeleton), 95 physical, (0 exoskeleton), 122 physical, (0 exoskeleton), 12 blight, (0 exoskeleton), 129 physical, (0 exoskeleton), 86 physical, (0 exoskeleton), 12 blight, (0 exoskeleton), 143 physical (598 total damage).
Melee retaliation hits Nejin the quasit squad leader for 3 mind, 6 mind, 3 mind, 6 mind, 3 mind, 6 mind (29 total damage).
Rami rasauttaa raketilla the level 18 doomelf annihilator was pierced to death by Nejin the quasit squad leader on level 1 of Anteroom of Agony.