















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Annihilator |
Level / Exp | 24 / 38% |
Size | small |
Lifes / Deaths | Killed by bloated horror at level 8 on the 1st Mirth 122nd year of Ascendancy at 10:08 0 / 7Killed by Layynor the slumbering dire wolf at level 14 on the 5th Flare 122nd year of Ascendancy at 12:01 Killed by elven blood mage at level 17 on the 7th Dusk 122nd year of Ascendancy at 12:15 Killed by Zuboyamira the hornet swarm at level 23 on the 74th Haze 122nd year of Ascendancy at 05:29 Killed by Yvewyn the treant at level 24 on the 75th Haze 122nd year of Ascendancy at 05:02 Killed by Yvewyn the treant at level 24 on the 75th Haze 122nd year of Ascendancy at 13:22 Killed by temporal hound at level 24 on the 1st Decay 122nd year of Ascendancy at 16:29 |
Primary Stats
Strength | 32 (base 17) |
Dexterity | 60 (base 40) |
Constitution | 31 (base 10) |
Magic | 16 (base 10) |
Willpower | 31 (base 10) |
Cunning | 74 (base 54) |
Resources
Life | -88/546 |
Steam | 6/100 |
Healing Factor | 1.1658714593978 |
Regeneration | 4.9549537024406 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 10 |
See Stealth | 31 |
See Invisible | 31 |
Offense: Mainhand
Damage | 48 |
Accuracy | 55 |
Crit Chance | 32% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 36 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Light | +15% |
Darkness | +15% |
Cold | +18% |
Mind | +18% |
All | 0% |
Offense: Damage Penetration
Mind | +15% |
Darkness | +10% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 36.317011280365 (72.903125182002%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 23 |
Physical Save | 34 |
Spell Save | 23 |
Mental Save | 46 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 10%( 70%) |
Physical | + 17%( 70%) |
Cold | + 35%( 70%) |
All | + 4%( 70%) |
Lightning | + 47%( 70%) |
Light | + 10%( 70%) |
Temporal | + 10%( 70%) |
Mind | + 10%( 70%) |
Darkness | + 29%( 70%) |
Fire | + 13%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Teleport Resistance | 100% |
Pinning Resistance | 10% |
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 11.7 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 102% efficiency and cooldown mod of 51%. 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 126% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 598% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Heavy weapons | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost warrior from death by Cyruthra the giant ice ant. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the worried loremaster from death by Ce'Nykira the giant lightning ant. Escort: worried loremaster (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsMarus 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 giant spider spinneret. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bloated horror heart. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' * You've found the needed ice ant stinger. | 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 within3 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. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold Physical save +6 (+3 eff.) Pinning Resist +10% Knockbk Resist +10% Teleport Resist +100% other ------- Light +1 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. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Rare] Psionic Weapon Damage 139% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 21 On-ranged-hit +16 physical +12 darkness On-Hit, radius 1 +16 light +4 darkness On-crit, radius 2 +4 light On Hit: * 20% chance to reduce damage dealt by 22% * 20% chance to knock the target back 3 spaces and deal 170 physical damage While equipped: other ------- Talents +3 Flare Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 162.15 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce armor by 30% defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal Physical save +9 (+4 eff.) Unlife -80.00 life Life Regen +2.00 Silence Resist +10% other ------- Infravision +6 Sight +1 See Stealth +10 See Invisibility +10 A hat made of leather. Very stylish. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +2 Cun defense ------ Armor +1 Physical save +6 (+3 eff.) other ------- Talents +2 Fatal Attractor Cooldown Double Strike -1 Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% On Hit: 10% Set Up level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 10 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 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Wil +7 Con offense ------ Physical Power +7 (+2 eff.) Spellpower/crit +2 Damage +12% lightning defense ------ Resistance +24% lightning Physical save +4 (+2 eff.) other ------- Max mana +80.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Mag +3 Cun offense ------ Spellpower +7 (+4 eff.) Damage +12% mind +3% cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 27 defense ------ Armor +12 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Spell Crit +1% Spellpower +30 (+11 eff.) Move Speed +10% Ignore Shields +20% defense ------ Fatigue -5% Resistance +6% light Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-Hit, radius 1 +14 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +7 Con +7 Wil offense ------ Physical Crit +4.0% Accuracy +13 (+4 eff.) defense ------ Resistance +3% blight +3% fire Life +11.00 Knockbk Resist +10% other ------- Light +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +6 Lck offense ------ Ignore resists +10% fire On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Defense +4 (+1 eff.) Resistance +9% lightning +6% darkness +3% blight Slow Projectiles +10% Stealth +6 other ------- Disarm Traps +6 Infravision +4 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 108% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +44 On Hit: * 13% chance to reduce armor by 30% While equipped: Stats +1 Wil offense ------ On-Hit 5 acid Damage +3% mind When Hit 3 acid defense ------ Armor +4 Fatigue +8% Resistance +5% acid +11% physical +6% fire +7% cold +6% lightning other ------- Hate-on-crit +4.00 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: offense ------ When Hit 6 blight defense ------ Armor +2 Defense +17 (+5 eff.) Resistance +3% physical +5% nature +5% cold Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) other ------- Stamina/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T1 heavy armor [Rare] Psionic While equipped: Stats +3 Dex +3 Mag +1 Wil +2 Con offense ------ Damage +3% mind Ignore resists +15% mind defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +6% mind Mind save +12 (+4 eff.) A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 67%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 74%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 26 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.9 steam per turn. Can be activated for an instant burst of 24 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.8 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 111 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 510% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Str +3 Con offense ------ Damage +6% temporal On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +10% cold +15% fire +6% temporal Physical save +14 (+6 eff.) Life +41.00 Life Regen +5.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun offense ------ Ignore resists +25% darkness When Hit 4 lightning defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Infravision +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +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 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +2 Wil offense ------ Damage +11% lightning Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 30% defense ------ Resistance +22% lightning Crit Resistance 10.00% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Blind Resist +22% other ------- Infravision +3 See Stealth +6 See Invisibility +7 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 4.0 Encumbrance T3 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +6 Cun offense ------ Mindpower +10 (+3 eff.) Ignore resists +10% mind +8% physical defense ------ Mind save +6 (+2 eff.) other ------- Reload +4 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Ego++] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On Hit: 10% Arcane Vortex level 3 While equipped: Stats +3 Mag offense ------ Spellpower +7 (+4 eff.) Damage +7% arcane Ignore resists +8% all Accuracy +7 (+2 eff.) Ignore Armor +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Spell Crit +9% Critical power +12.00% Spellpower +6 (+3 eff.) Damage +15% light Ignore Armor +4 defense ------ Resistance +15% acid +9% nature Spell save +6 (+3 eff.) Cut Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +3 Con defense ------ Resistance +6% blight Crit Resistance 10.00% Physical save +3 (+1 eff.) Healmod +20% Disease Resist +20% other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 98 life over 5 turns Puts all charms on 20 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Damage +6% nature Accuracy +7 (+2 eff.) defense ------ Defense +7 (+2 eff.) Resistance +12% acid Healmod +10% Silence Resist +20% Disarm Resist +27% Pinning Resist +20% Stun Resist +10% One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Str +4 Wil +4 Cun offense ------ Against +17% Summoned Accuracy +10 (+3 eff.) defense ------ Resist Against +18% Summoned Physical save +3 (+1 eff.) Unlife -80.00 life other ------- Stamina/turn +1.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Mag +2 Con offense ------ Physical Crit +5.0% Critical power +6.00% Physical Power +4 (+1 eff.) Damage +9% light defense ------ Resistance +3% blight other ------- Infravision +3 A belt that goes around your waist. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Str +7 Mag +10 Wil offense ------ Spell Crit +2% Damage +5% lightning +33% cold +6% temporal +35% physical Ignore resists +6% temporal +11% physical defense ------ Resistance +8% lightning +39% cold +13% all Spell save +6 (+3 eff.) Anomaly Control +10 other ------- Mana/turn +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +25% light +25% fire When Hit 10 fire defense ------ Armor +1 Defense +4 (+1 eff.) Resistance +6% light Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +11 Mag +3 Con offense ------ Spellpower +6 (+3 eff.) Damage +9% acid +6% temporal +8% blight Ignore resists +5% temporal When Hit 2 darkness defense ------ Armor +5 Resistance +6% darkness +3% temporal Disease Resist +41% other ------- Spell cooldown 10% Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Spellpower +10 (+5 eff.) Damage +6% blight defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +5% temporal Spell save +18 (+9 eff.) Unlife -80.00 life other ------- Vim-on-crit +2.00 A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
![]() 14.0 Encumbrance T2 heavy armor [Rare] Master While equipped: offense ------ Ignore resists +25% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 22% * 20% chance to reduce all saves and defense by 27 defense ------ Armor +13 Defense +2 (+0 eff.) Fatigue +12% Resistance +6% nature A suit of armour made of mail. |
![]() 7.0 Encumbrance T2 shield armor [Rare] Psionic When used to Attack: Weapon Damage 104% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +84 Ignore Shields +30% On-hit +12 physical While equipped: Stats +2 Wil offense ------ Critical power +10.00% Damage +15% arcane Accuracy +20 (+6 eff.) defense ------ Armor +4 Fatigue +8% Resistance +12% physical Windwall +28 Slow Projectiles +17% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 99% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +36 While equipped: defense ------ Armor +4 Fatigue +8% Resistance +15% lightning other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance 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 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance 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 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance 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. |
powerful healing salve [power 222] powerful healing salve [power 222]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 222 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 137] simple healing salve [power 137]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 137 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
simple pain suppressor salve [power 115] simple pain suppressor salve [power 115]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -115 life and reduces all damage by 12% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
![]() 2.0 Encumbrance 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 Encumbrance T3 shot ammo [Unique] Nature/Psionic Weapon Damage 115% Range: 1.0x-1.2x Uses 60% Cun, 60% Dex Damage Mind Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +3.0% Capacity 20 On Critical: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. While equipped: A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
![]() 3.0 Encumbrance T2 shot ammo [Random Unique] Nature/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +2 Critical Rate +9.5% Capacity 14 Projectile Speed +200% On-ranged-hit +8 fire On-crit, radius 2 +6 fire On Critical: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +1 (+0 eff.) other ------- Light +3 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Voltaic Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Critical power +35.00% Spellpower/crit +4 Damage +6% mind defense ------ Resistance +3% mind other ------- Vim-on-crit +2.00 Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +6% blight When Hit 4 light defense ------ Resistance +6% blight Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 12% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +6 Dex +2 Wil offense ------ Ignore resists +5% mind When Hit 2 physical defense ------ Crit Resistance 5.00% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +5.0% Damage +15% physical When Hit 4 physical defense ------ Resistance +12% acid Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (136 total damage) Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Terminitor the Halfling Annihilator level 18
24th Dusk 122nd year of Ascendancy at 23:12 see stats
By Terminitor the Halfling Annihilator level 23
73rd Haze 122nd year of Ascendancy at 16:37 see stats
By Terminitor the Halfling Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 01:17 see stats
By Terminitor the Halfling Annihilator level 20
59th Haze 122nd year of Ascendancy at 22:09 see stats
By Terminitor the Halfling Annihilator level 18
26th Haze 122nd year of Ascendancy at 15:04 see stats
By Terminitor the Halfling Annihilator level 14
5th Flare 122nd year of Ascendancy at 11:59 see stats
By Terminitor the Halfling Annihilator level 7
78th Pyre 122nd year of Ascendancy at 04:06 see stats
By Terminitor the Halfling Annihilator level 18
1st Haze 122nd year of Ascendancy at 14:47 see stats
By Terminitor the Halfling Annihilator level 22
66th Haze 122nd year of Ascendancy at 03:50 see stats
By Terminitor the Halfling Annihilator level 14
1st Dusk 122nd year of Ascendancy at 23:41 see stats
Log
Belisetta the snow giant casts Command Hounds: Blink.
Temporal hound is out of phase.
Temporal hound starts regenerating health quickly.
Temporal hound speeds up.
Temporal hound is out of phase.
Temporal hound starts regenerating health quickly.
Temporal hound speeds up.
Temporal hound is out of phase.
Temporal hound starts regenerating health quickly.
Temporal hound speeds up.
Temporal hound performs a melee critical strike against Terminitor!
Melee retaliation hits Temporal hound for 0 acid, 0 blight (0 total damage).
Temporal hound hits Terminitor for (9 exoskeleton), 9 temporal, (5 exoskeleton), 11 physical (20 total damage).
Temporal hound hits Guardian turret for (4 shared), (3 shared) (7 total damage).
Temporal hound killed Guardian turret!
Terminitor uses Fatal Attractor.
Temporal hound regains their energy.
Burning Phosphorous from Terminitor hits Temporal hound for 0 fire damage.
Terminitor evades Temporal hound.
Burning Phosphorous from Terminitor hits Belisetta the snow giant for (2 webs of fate), 7 fire (7 total damage).
Burning Phosphorous from Terminitor hits Temporal hound for 7 fire damage.
Webs of Fate hits Fatal attractor for 2 fire damage.
Temporal hound hits Terminitor for (12 exoskeleton), 12 temporal (12 total damage).
Temporal hound hits Guardian turret for (5 shared) damage.
Melee retaliation hits Temporal hound for 1 acid, 2 blight (4 total damage).
Melee retaliation hits Temporal hound for 1 acid, 2 blight (4 total damage).
Temporal hound hits Terminitor for (12 exoskeleton), 12 temporal, (11 exoskeleton), 11 physical (23 total damage).
Temporal hound hits Guardian turret for (5 shared), (5 shared) (10 total damage).
Terminitor the level 24 halfling annihilator was timewarped to death by a temporal hound on level 1 of Daikara.