















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
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 | Cornac |
| Class | Annihilator |
| Level / Exp | 18 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Emelaba the hummerhorn at level 18 on the 20th Dusk 122nd year of Ascendancy at 22:53 / 2Killed by Emelaba the hummerhorn at level 18 on the 20th Dusk 122nd year of Ascendancy at 23:02 |
Primary Stats
| Strength | 18 (base 14) |
| Dexterity | 44 (base 38) |
| Constitution | 18 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 44 (base 41) |
Resources
| Life | -33/489 |
| Steam | 100/100 |
| Healing Factor | 1.2711363549267 |
| Regeneration | 7.9446022182919 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 9 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 51 |
| Crit Chance | 15% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +11% |
| Acid | +44% |
| Light | +9% |
| Temporal | +3% |
| Nature | +4% |
| Physical | +11% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24 (38.594633868923%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 15 |
| Spell Save | 14 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 37%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 28%( 70%) |
| Temporal | + 13%( 70%) |
| Lightning | + 16%( 70%) |
| Mind | + 17%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 5% |
| Confusion Resistance | 20% |
| Poison Resistance | 30% |
| Blind Resistance | 10% |
| Bleed Resistance | 30% |
| Teleport Resistance | 100% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. |
| 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 114% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity 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 144% efficiency and cooldown mod of 53%. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous 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 Magic stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.41 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 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 |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Phys.save +3 (+3 eff.) Pinning- +5% Knockbk- +5% Teleport- +100% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 42% (based on Cunning). Uses 50 power out of 34/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | tundral pouch of steel shots of wind (16/16, 122% power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Proj.spd +200% Ranged+ +11 cold On Crit.r2 +7 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 98 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Charjam'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +21% acid Melee Ret 2 fire ----- def ----- Resists +3% blight +12% cold Max.HP +45.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Noondeath (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +3% temporal +9% light Acc +4 (+2 eff.) Melee Ret 4 lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% acid ---------- misc Light +6 A pointy cloth hat, very wizardly... |
| On hands | Aerobrethra (0 def, 3 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Dex dps ---------- Melee+ 5 nature Dmg.mod +4% nature ----- def ----- Armour +3 Fatigue +1% Resists +6% nature Spell.save +3 (+3 eff.) Max.HP +40.00 Heal.mod +20% Unarmed combat: Power 97% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | powerful steel torque of psionic shield [power 43] (3/25 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Manyldil the Gloompeal0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% mind +11% fire Res.pen +10% darkness Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +11% mind +25% fire Rings make your fingers look great! |
| On fingers | warrior's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% physical ----- def ----- Armour +6 Resists +11% physical Rings make your fingers look great! |
| Around neck | grounding copper amulet of mastery (0.11 Steamtech / Heavy weapons)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% ---------- misc Masteries +0.11 Steamtech/Heavy weapons Amulets make your neck look great! |
| In main hand | steel steamgun of enduring 4.0 T2 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: * splashes acid on your target dealing 27 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +7 Con +5 Wil ----- def ----- Max.HP +35.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 125% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 125% Range: 1.4x Uses 150% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Amugahell (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +3% fire +3% darkness +6% temporal Die.at -20.00 life HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Siloriakira the linen robe (0 def, 0 armour) 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +18% acid +7% all Crit.chn- 10.00% Spell.save +3 (+3 eff.) HP.reg +2.00 Blind- +10% Poison- +30% Disease- +30% Cut- +30% Confus- +20% Teleport- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 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. |
2 schematic: Headlamp0.1 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. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 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. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
clarifying steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
Huredrasta0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.crit +4.0% Phys.pwr +11 (+5 eff.) Res.pen +15% physical ----- def ----- Armour +4 Phys.save +3 (+3 eff.) Rings make your fingers look great! |
Phlegmripper the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +2 Cun +2 Wil dps ---------- Dmg.mod +14% blight On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Armour +4 Resists +14% blight Mind.save +5 (+2 eff.) Confus- +21% ---------- misc Psi/ret +0.08 Rings make your fingers look great! |
psionicist's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +26% Rings make your fingers look great! |
balanced steel battleaxe (120% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 121% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +36% Massive two-handed battleaxes. |
steel battleaxe 'Gilirek' (137% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: ----- def ----- Resists +3% blight +5% arcane +9% light Blind- +20% Knockbk- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed battleaxes. |
balanced steel dagger of massacre (117% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 117% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +22% Sharp, short and deadly. |
thought-forged dwarven-steel dagger of massacre (125% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master/Psionic Power 125% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 mind On Hit: * 15% chance to reduce all saves and defense by 17 While equipped: Stats +1 Cun +2 Wil Sharp, short and deadly. |
thought-forged iron dagger of erosion (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Psionic Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature +7 mind On Hit: * 11% chance to reduce all saves and defense by 17 While equipped: Stats +3 Cun +1 Wil Sharp, short and deadly. |
warbringer's dwarven-steel dagger of erosion (117% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 117% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 nature While equipped: Stats +1 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +13% Sharp, short and deadly. |
thought-forged steel greatmaul of phasing (130% power, 9 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Psionic Power 131% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +1.0% Atk.spd 100% Phasing +19% Melee+ +7 mind On Hit: * 20% chance to reduce all saves and defense by 17 While equipped: Stats +3 Cun +5 Wil Massive two-handed mauls. |
steel mace 'Undeathfame' (126% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% nature +6% cold Res.pen +25% nature ----- def ----- Resists +3% nature +3% cold Blunt and deadly. |
Vorugamina the Winterpassion (109% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Disrupt Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 8% chance to slow global speed by 42% While equipped: ----- def ----- Resists +6% acid +3% cold +9% darkness Spell.save +6 (+6 eff.) Blind- +20% One-handed war axes. |
balanced steel waraxe of erosion (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature/Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +27% One-handed war axes. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salymina (30 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Defense +30 (+10 eff.) Fatigue +2% Resists +3% lightning +5% arcane +5% cold +3% mind +6% fire Spell.save +6 (+6 eff.) Silence- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sleetworth the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +3 Fatigue +2% Resists +6% cold Mind.save +3 (+1 eff.) Silence- +20% Confus- +22% Stun/Frz- +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Telathabar the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +6 Cun +6 Lck dps ---------- Dmg.mod +6% acid ----- def ----- Armour +1 Stealth +6 ---------- misc Equi/ret +0.12 A pair of boots made of leather. |
pair of rough leather boots 'Glareidol' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Str +3 Mag +1 Con ----- def ----- Armour +1 Resists +6% fire +6% cold ---------- misc Light +2 A pair of boots made of leather. |
dwarven-steel gauntlets 'Lisuth' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Melee+ 7 fire Dmg.mod +4% fire Res.pen +20% mind On Hit (Melee): * 10 arcane resource burn * 20% chance to slow global speed by 42% ----- def ----- Armour +2 Fatigue +3% Resists +7% fire +5% arcane +3% light Spell.save +3 (+3 eff.) Unarmed combat: Power 122% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +10 (+8 eff.) Unarmed combat: Power 120% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: * 18 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
clarifying linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+0 eff.) Resists +11% mind Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
rough leather cap 'Aerulathavon' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +7 Str +1 Mag +2 Cun dps ---------- Dmg.mod +3% mind ----- def ----- Armour +1 Fatigue +1% ---------- misc Infravis +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 44.0 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
stabilizing rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+8 eff.) A cap made of leather. |
steel mail armour 'Kilnwalker' (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% fire ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +12% Resists +17% acid +9% lightning Max.HP +26.00 A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% nature +11% blight A suit of armour made of leather. |
volcanic rough leather armour of acid resistance (3 def, 8 armour)9.0 T1 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +6% Resists +15% acid +12% fire +12% physical A suit of armour made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
365 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 16] simple frost salve [power 16]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 53% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 202] simple healing salve [power 202]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 53% cooldown modifier. Heal 202 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
acidic pouch of steel shots (17/17, 121% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Arrog the Virulent the Cornac Annihilator level 18
20th Dusk 122nd year of Ascendancy at 05:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Arrog the Virulent the Cornac Annihilator level 10
6th Mirth 122nd year of Ascendancy at 16:23 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Arrog the Virulent the Cornac Annihilator level 7
78th Pyre 122nd year of Ascendancy at 21:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Arrog the Virulent the Cornac Annihilator level 17
16th Dusk 122nd year of Ascendancy at 16:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Arrog the Virulent the Cornac Annihilator level 15
9th Dusk 122nd year of Ascendancy at 17:39 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Arrog the Virulent the Cornac Annihilator level 18
20th Dusk 122nd year of Ascendancy at 22:53 see stats
Log
Flame turret hits Emelaba the hummerhorn for 76 fire damage.
Emelaba the hummerhorn's Beyond the Flesh performs a melee critical strike against Flame turret!
Emelaba the hummerhorn's Beyond the Flesh hits Flame turret for 125 physical damage.
Emelaba the hummerhorn's Beyond the Flesh killed Flame turret!
Emelaba the hummerhorn uses Pyrokinesis.
Arrog the Virulent is on fire!
Arrog the Virulent uses Upgrade.
Emelaba the hummerhorn uses Mindlash.
Emelaba the hummerhorn hits Arrog the Virulent for 141 physical damage.
Talent Overclock is ready to use.
Burning from Emelaba the hummerhorn hits Arrog the Virulent for 43 fire damage.
Emelaba the hummerhorn receives 30 healing from Unnatural Body.
Emelaba the hummerhorn uses Telekinetic Smash.
Emelaba the hummerhorn speeds up.
Emelaba the hummerhorn misses Arrog the Virulent.
Emelaba the hummerhorn slows down.
LIFE LOST WARNING!
Emelaba the hummerhorn hits Arrog the Virulent for (32 reactive armor), 92 physical (92 total damage).
Melee retaliation hits Emelaba the hummerhorn for 1 lightning, 2 fire (3 total damage).
Keyboard input temporarily disabled.
Arrog the Virulent wears (replacing Prox's Lucky Halfling Foot): powerful steel torque of psionic shield [power 43] (25 cooldown).
Emelaba the hummerhorn is knocked back!
Arrog the Virulent's Reactive Armor hits Emelaba the hummerhorn for (6 to psi shield), 8 physical, 9 cold, (11 to psi shield), 17 acid, (34 to psi shield), 50 physical (84 total damage).
Talent Steamgun Turret is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Reactive Armor is ready to use.
Burning from Emelaba the hummerhorn hits Arrog the Virulent for 33 fire damage.
Arrog the Virulent the level 18 cornac annihilator was blazed to death by Emelaba the hummerhorn on level 2 of Old Forest.
































































































