





















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 1.6.6Donators/Buyers bonus! Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 24 / 87% |
Size | medium |
Lifes / Deaths | Killed by Half-Finished Bone Giant at level 3 on the 77th Pyre 122nd year of Ascendancy at 00:59 0 / 7Killed by elven corruptor at level 12 on the 4th Dusk 122nd year of Ascendancy at 10:43 Killed by Qweege the Bringer of Doom at level 16 on the 46th Dusk 122nd year of Ascendancy at 07:28 Killed by worm that walks at level 18 on the 51st Dusk 122nd year of Ascendancy at 19:22 Killed by Polyda the skeleton mage at level 24 on the 14th Haze 122nd year of Ascendancy at 01:05 Killed by greater teluvorta at level 24 on the 36th Haze 122nd year of Ascendancy at 17:38 Killed by Chronolith Twin at level 24 on the 38th Haze 122nd year of Ascendancy at 02:06 |
Primary Stats
Strength | 63 (base 43) |
Dexterity | 33 (base 13) |
Constitution | 26 (base 18) |
Magic | 18 (base 12) |
Willpower | 16 (base 12) |
Cunning | 62 (base 46) |
Resources
Life | -8/625 |
Stamina | 134/174 |
Steam | 66/100 |
Healing Factor | 1.4724489795918 |
Regeneration | 30.165697675492 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 10 |
See Stealth | 51.889385242605 |
See Invisible | 51.889385242605 |
Offense: Mainhand
Damage | 86 |
Accuracy | 43 |
Crit Chance | 44% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 43 |
Crit Chance | 36% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +11% |
Light | +25% |
Temporal | +6% |
Physical | +6% |
Arcane | +12% |
Cold | +38% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Light | +30% |
Darkness | +15% |
Physical | +6% |
Lightning | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 41.551211628464 (94.117647058824%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 48 |
Physical Save | 31 |
Spell Save | 11 |
Mental Save | 31 |
Defense: Resistances
Acid | -9%( 70%) |
Physical | -8%( 70%) |
Cold | + 29%( 70%) |
All | -20%( 70%) |
Darkness | -9%( 70%) |
Light | -12%( 70%) |
Temporal | -24%( 70%) |
Lightning | + 1%( 70%) |
Fire | + 2%( 70%) |
Nature | -8%( 70%) |
Defense: Immunities
Pinning Resistance | 24% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 39% |
Bleed Resistance | 100% |
Teleport Resistance | 0% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
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 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 112 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Poisons | 1.00 |
| 4/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Butchery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Automated butchery | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Tempest of Metal |
talent | Apply Poison |
talent | Overheat Saws |
detrimental effect | The target is frozen on the ground, able to act freely but not move. Frozen Feet |
detrimental effect | The target is losing one sustain per turn. Entropy |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target has 20 increased life regeneration. Recovery |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 10. Intimidated |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You failed to protect the lone alchemist from death by giant black ant. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair) | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 green worm. * You've found the needed sandworm tooth. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Talent granted: +3 Rocket Boots Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +5% lightning / +15% light Changes damage: +9% light Maximum life: +44.00 Light radius: +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. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 15% * 10% chance to reduce armor by 16% Changes stats: +2 Str / +3 Con Changes resistances penetration: +15% darkness / +5% acid Changes damage: +3% darkness Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 A hat made of leather. Very stylish. |
On hands | ![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Fatigue: +3% Damage (Melee): 7 physical Changes stats: +4 Str / +4 Mag Changes resistances penetration: +15% light Changes damage: +6% physical Talent granted: +3 Spring Grapple Physical save: +6 (+3 eff.) Disarm immunity: +0% Stamina each turn: +1.00 Infravision radius: +3 When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +9 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 254 Activation puts all charms on cooldown for 14 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Damage (Melee): 10 light Damage (Ranged): 10 light Changes stats: +6 Dex / +2 Mag / +5 Cun Changes damage: +10% light Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Changes stats: +2 Cun Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +24.00 Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 7% chance to blind * 6% chance to reduce damage dealt by 15% Changes damage: +6% light / +8% darkness Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 27.5 - 41.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +28 Crit. chance: +22.0% Attack speed: 100% Block value: +25 Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Defense: +4 (+0 eff.) Fatigue: +6% Changes resistances: +9% acid / +6% cold / +9% darkness Talent granted: +1 Block Cut immunity: +20% 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! |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Defense: +5 (+0 eff.) Changes resistances: +9% fire Changes damage: +3% cold Physical save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) Healing mod.: +5% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.5 - 20.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +14.0% Attack speed: 100% Block value: +23 Damage (Melee): +20 acid / +8 temporal / +16 arcane Attacks use: 1.0 Steam When wielded/worn: Physical power: +7 (+3 eff.) Armour: +3 Defense: +4 (+0 eff.) Fatigue: +6% Changes stats: +2 Con Changes resistances: +6% temporal Changes resistances penetration: +6% physical Changes damage: +12% arcane / +6% temporal Talent granted: +1 Block Disarm immunity: +16% 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! |
Cloak | ![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Changes resistances: +18% lightning Stun/Freeze immunity: +30% Spellpower: +5 (+5 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() Requires: - Massive armour training - Strength 22 Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Armour Hardiness: +20% Defense: +4 (+0 eff.) Fatigue: +25% Changes stats: +3 Dex / +3 Con Changes resistances: +10% fire / +15% cold Healing mod.: +30% Steampower: +10 (+3 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects Activation costs 11 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 153% efficiency and cooldown mod of 77%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +18% lightning Stun/Freeze immunity: +31% Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +6 (+3 eff.) Rings can have magical properties. |
![]() Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Base power: 20.5 - 30.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +22 Damage (radius 1) on hit: +16 cold Attacks use: 1.0 Steam When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +4 (+0 eff.) Fatigue: +6% Effects on melee hit: * 20 arcane resource burn On shield block: * Cause enemies within radius 6 to bleed for 207 physical damage over 5 turns (1/turn) Changes stats: +2 Str / +3 Dex Changes resistances penetration: +15% cold Talent granted: +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! |
![]() Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 18.0 - 27.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +52 On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 7 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +7 blight Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+0 eff.) Fatigue: +8% Talent granted: +2 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! |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 18 Damage (Melee): +12 acid When wielded/worn: Accuracy: +9 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 16% Changes stats: +3 Dex Changes damage: +12% light Light radius: +3 Combat speed: +10% One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +14 (+5 eff.) Armour: +4 Defense: +20 (+0 eff.) Changes stats: +1 Str Changes resistances: +9% lightning / +3% fire Critical mult.: +13.00% A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Damage (Melee): 6 light Changes stats: +2 Str Changes resistances: +5% light Changes damage: +3% light When used to modify unarmed attacks: Base power: 19.5 - 21.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Changes stats: +1 Cun / +1 Wil Changes damage: +6% lightning / +12% mind Infravision radius: +2 A hat made of leather. Very stylish. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 lightning / 2 cold Changes stats: +4 Str / +4 Wil Changes resistances: +15% lightning / +7% physical / +9% cold Changes resistances penetration: +25% lightning Physical save: +6 (+3 eff.) A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Changes resistances: +6% lightning / +6% temporal Physical save: +3 (+2 eff.) A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Armour Hardiness: +0% Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +15% acid / +1% physical / +3% light / +12% cold Stun/Freeze immunity: +10% Healing mod.: +10% A suit of armour made of mail. |
![]() Requires: - Massive armour training - Strength 28 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +4 Cun / +3 Wil Changes resistances: +7% acid / +5% physical / +7% cold / +5% fire / +5% lightning Talent cooldown: Rush (-5 turns) Mental save: +13 (+6 eff.) Disarm immunity: +21% Stun/Freeze immunity: +24% Knockback immunity: +22% A suit of armour made of metal plates. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 182 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Skela the Skeleton Adventurer level 17
51st Dusk 122nd year of Ascendancy at 00:56 see stats
By Skela the Skeleton Adventurer level 15
27th Dusk 122nd year of Ascendancy at 02:57 see stats
By Skela the Skeleton Adventurer level 20
77th Dusk 122nd year of Ascendancy at 23:06 see stats
By Skela the Skeleton Adventurer level 18
59th Dusk 122nd year of Ascendancy at 19:49 see stats
By Skela the Skeleton Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 02:11 see stats
By Skela the Skeleton Adventurer level 20
76th Dusk 122nd year of Ascendancy at 11:10 see stats
By Skela the Skeleton Adventurer level 16
35th Dusk 122nd year of Ascendancy at 19:53 see stats
By Skela the Skeleton Adventurer level 19
76th Dusk 122nd year of Ascendancy at 11:07 see stats
By Skela the Skeleton Adventurer level 10
5th Flare 122nd year of Ascendancy at 23:19 see stats
By Skela the Skeleton Adventurer level 14
11st Dusk 122nd year of Ascendancy at 13:24 see stats
By Skela the Skeleton Adventurer level 22
5th Haze 122nd year of Ascendancy at 22:30 see stats
By Skela the Skeleton Adventurer level 19
61st Dusk 122nd year of Ascendancy at 03:42 see stats
Log
Skela hits Chronolith Twin for (11 absorbed), 0 physical, (14 absorbed), 0 light, (5 absorbed), 0 darkness, (1 absorbed), 0 physical, (12 absorbed), 0 fire, (6 absorbed), 0 physical, (14 absorbed), 0 acid, (6 absorbed), 0 temporal, (13 absorbed), 0 arcane, (14 absorbed), 0 light, (5 absorbed), 0 darkness, (1 absorbed), 0 physical, (12 absorbed), 0 fire (0 total damage).
Tempest of Metal hits Chronolith Twin for (5 absorbed), 0 physical, (14 absorbed), 0 light, (5 absorbed), 0 darkness, (1 absorbed), 0 physical, (12 absorbed), 0 fire, (2 absorbed), 0 physical, (14 absorbed), 0 acid, (6 absorbed), 0 temporal, (13 absorbed), 0 arcane, (14 absorbed), 0 light, (5 absorbed), 0 darkness, (1 absorbed), 0 physical, (12 absorbed), 0 fire (0 total damage).
Skela uses Venomous Strike.
Skela performs a melee critical strike against Chronolith Twin!
The shield around Chronolith Twin crumbles.
Tempest of Metal performs a melee critical strike against Chronolith Twin!
Skela performs a melee critical strike against Chronolith Twin!
Skela hits Chronolith Twin for (17 absorbed), 81 nature, 7 light, 2 darkness, 0 physical, 6 fire, 28 nature, 7 acid, 3 temporal, 6 arcane, 7 light, 2 darkness, 0 physical, 6 fire (162 total damage).
Tempest of Metal hits Chronolith Twin for 2 physical, 7 light, 2 darkness, 0 physical, 6 fire, 0 physical, 7 acid, 3 temporal, 6 arcane, 7 light, 2 darkness, 0 physical, 6 fire (55 total damage).
Chronolith Clone casts Entropy.
Burning from Skela hits Chronolith Twin for 16 fire damage.
Deadly Poison from Skela hits Chronolith Twin for 26 nature damage.
Chronolith Twin uses Block.
Skela deactivates Chant of Fortitude.
Skela uses Punishment.
Skela unleashes a punishing strike for 50% bonus damage!
Skela performs a melee critical strike against Chronolith Twin!
Skela is frozen to the ground!
Skela hits Chronolith Twin for (43 blocked), 0 physical, (17 blocked), 0 light, (6 blocked), 0 darkness, (1 blocked), 0 physical, (14 blocked), 0 fire, (9 blocked), 0 physical, (17 blocked), 0 acid, (8 blocked), 0 temporal, (15 blocked), 0 arcane, (17 blocked), 0 light, (6 blocked), 0 darkness, (1 blocked), 0 physical, (14 blocked), 0 fire (0 total damage).
Tempest of Metal hits Chronolith Twin for (5 blocked), 0 physical, (17 blocked), 0 light, (6 blocked), 0 darkness, (1 blocked), 0 physical, (14 blocked), 0 fire, (2 blocked), 0 physical, (17 blocked), 0 acid, (8 blocked), 0 temporal, (15 blocked), 0 arcane, (17 blocked), 0 light, (6 blocked), 0 darkness, (1 blocked), 0 physical, (14 blocked), 0 fire (0 total damage).
Chronolith Twin hits Skela for 38 physical, 51 fire, 38 physical, 59 light, 32 physical, 32 cold (253 total damage).
Chronolith Clone casts Echoes From The Past.
Burning from Skela hits Chronolith Twin for (45 blocked), 0 fire (0 total damage).
Deadly Poison from Skela hits Chronolith Twin for (61 blocked), 0 nature (0 total damage).
Chronolith Twin hits Chronolith Clone for 12 physical, 19 fire, 12 physical, 17 light (62 total damage).
Chronolith Clone hits Skela for 0 temporal, 99 temporal (99 total damage).
Chronolith Clone hits Chronolith Twin for (185 blocked), 0 temporal, (35 blocked), 0 temporal (0 total damage).
Chronolith Twin uses Shield Slam.
Saving game...