Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
Target Filtering 1.7.0An experimental attempt to improve targeting for certain talents that impose conditions on allowed targets, by arranging that targeting will only select targets with the necessary condition. Supported so far:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Skeleton |
Class | Annihilator |
Level / Exp | 18 / 49% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 47 (base 40) |
Constitution | 21 (base 10) |
Magic | 16 (base 10) |
Willpower | 19 (base 10) |
Cunning | 56 (base 46) |
Resources
Life | 463/463 |
Steam | 100/100 |
Healing Factor | 1.094804467222 |
Regeneration | 0.27370111680551 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Offense: Mainhand
Damage | 34 |
Accuracy | 32 |
Crit Chance | 18% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Light | +10% |
Cold | +15% |
Darkness | +3% |
Arcane | +3% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Physical | +25% |
Acid | +10% |
Light | +15% |
Nature | +5% |
Cold | +5% |
Arcane | +10% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 54.522593642275 (62.32946707186%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 30 |
Physical Save | 37 |
Spell Save | 30 |
Mental Save | 30 |
Defense: Resistances
Acid | + 9%( 70%) |
Physical | + 8%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Darkness | + 19%( 70%) |
Temporal | + 15%( 70%) |
Mind | + 3%( 70%) |
Lightning | + 25%( 70%) |
Fire | + 5%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Pinning Resistance | 23% |
Confusion Resistance | 40% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 30% |
Disarm Resistance | 68% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Demolition | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Exoskeleton |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You 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 |
Equipment
On feet | pair of iron boots 'Branonarikhad' (0 def, 3 armour) pair of iron boots 'Branonarikhad' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +3% acid Res.pen +10% acid On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +3 Fatigue +2% Resists +9% acid Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | pouch of steel shots of daylight (20/20, 120% power, 2 apr) pouch of steel shots of daylight (20/20, 120% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 121% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Ranged+ +5 light Against +7% Undead Shots are used with slings to pummel your foes to death. |
Light source | Rainguile Rainguile2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% arcane +9% cold Res.pen +10% arcane Melee Ret 4 arcane ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light Acc +4 (+2 eff.) ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +10 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | Baruharafast (0 def, 2 armour) Baruharafast (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Melee+ 7 fire Dmg.mod +5% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +6% nature +5% fire Phys.save +26 (+9 eff.) Spell.save +16 (+8 eff.) Mind.save +9 (+5 eff.) Disarm- +48% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | dwarven-steel pickaxe 'Xerywen' (dig speed 14 turns) dwarven-steel pickaxe 'Xerywen' (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Melee Ret 2 physical ----- def ----- Armour +7 Defense +20 (+9 eff.) Resists +12% cold +7% physical Die.at -80.00 life Cut- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gladiator's steel ring gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings make your fingers look great! |
On fingers | Blindfiend Blindfiend0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Wil dps ---------- Mind.pwr +15 (+6 eff.) Res.pen +15% light On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +6 Resists +3% mind Rings make your fingers look great! |
Around neck | stabilizing gold amulet of manastreaming stabilizing gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +4 ----- def ----- Resists +15% temporal Disease- +15% Pinning- +23% Knockbk- +30% ---------- misc Mana/turn +0.18 Max.mana +20.00 Amulets make your neck look great! It was changed by the digestive sack. |
In main hand | throat-seeking steel steamgun of tinkering (+3) throat-seeking steel steamgun of tinkering (+3)4.0 T2 steamgun 1H weapon [Ego+] Disrupt/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +9 nature On Crit: * silences the target Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) Res.pen +5% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Duskmalice the rough leather belt Duskmalice the rough leather belt 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +3% darkness +6% cold Res.pen +5% cold ----- def ----- Resists +6% darkness Phys.save +6 (+3 eff.) A belt that goes around your waist. |
In off hand | dwarven-steel shield 'Ce'Nelrath' (0 def, 6 armour, 140% power, 80 block) dwarven-steel shield 'Ce'Nelrath' (0 def, 6 armour, 140% power, 80 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 141% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 Melee+ +8 temporal On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 8 fire ----- def ----- Armour +6 Fatigue +8% Resists +3% darkness +1% physical Crit.chn- 5.00% Max.HP +40.00 Disarm- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Hellsrigor the cashmere cloak (2 def, 0 armour) Hellsrigor the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% fire +25% physical ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning Crit.chn- 10.00% Spell.save +6 (+3 eff.) Max.HP +37.00 Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | impenetrable iron mail armour of lightning resistance (2 def, 19 armour) impenetrable iron mail armour of lightning resistance (2 def, 19 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +19 Defense +2 (+1 eff.) Fatigue +13% Resists +16% lightning A suit of armour made of mail. |
Inventory
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 180 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
schematic: Air Recycler schematic: Air Recycler0.1 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: Fiery Salve schematic: Fiery 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. |
2 schematic: Fungal Web 2 schematic: Fungal Web0.1 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: Headlamp 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. |
schematic: Moss Tread schematic: Moss Tread0.1 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: Pain Suppressor Salve 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. |
2 schematic: Second Skin 2 schematic: Second Skin0.1 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: Spike Attachment schematic: Spike Attachment0.1 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: Steamgun schematic: Steamgun0.1 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. |
3 schematic: Steamsaw 3 schematic: Steamsaw0.1 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: Thunderclap Coating schematic: Thunderclap Coating0.1 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: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 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 Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
yew magestaff (120% power, 4 apr, lightning element) yew magestaff (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe (135% power, 2 apr) dwarven-steel battleaxe (135% power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 136% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
dwarven-steel battleaxe of paradox (135% power, 2 apr) dwarven-steel battleaxe of paradox (135% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 136% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 temporal While equipped: ----- def ----- Resists +16% temporal Massive two-handed battleaxes. |
manaburning steel greatsword of dampening (124% power, 2 apr) manaburning steel greatsword of dampening (124% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt Power 124% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 17 arcane resource burn While equipped: ----- def ----- Resists +12% acid +12% lightning +13% cold +14% fire +5% all Spell.save +10 (+5 eff.) Massive two-handed swords. |
arcing dwarven-steel greatsword (144% power, 2 apr) arcing dwarven-steel greatsword (144% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
arcing steel longsword of massacre (123% power, 3 apr) arcing steel longsword of massacre (123% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 123% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly. |
balanced steel longsword of enduring (110% power, 3 apr) balanced steel longsword of enduring (110% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature/Master Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Con +6 Wil dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Max.HP +20.00 Disarm- +24% Sharp, long, and deadly. |
dwarven-steel longsword of corruption (129% power, 4 apr) dwarven-steel longsword of corruption (129% power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane Power 130% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Death 3 Sharp, long, and deadly. |
hateful dwarven-steel longsword of erosion (127% power, 4 apr) hateful dwarven-steel longsword of erosion (127% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Nature/Psionic Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 nature +8 darkness Against +6% Living Sharp, long, and deadly. |
flaming dwarven-steel steamsaw of fire resistance (+17%) (122% power, 0 apr) flaming dwarven-steel steamsaw of fire resistance (+17%) (122% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 On Hit.r1 +6 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +17% fire ---------- misc Talents +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! |
steady ash longbow of fire steady ash longbow of fire4.0 T2 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 fire While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +15% fire Acc +11 (+5 eff.) Longbows are used to shoot arrows at your foes. |
yew longbow yew longbow4.0 T3 longbow 2H weapon [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
ranger's hardened leather sling of cold ranger's hardened leather sling of cold4.0 T3 sling 1H weapon [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +8 cold While equipped: Stats +1 Dex dps ---------- Dmg.mod +10% cold Slings are used to hurl stones or metal shots at your foes. |
Rhyyastir the Scorpionarc (0 def, 10 armour, 180% power, 197 block) Rhyyastir the Scorpionarc (0 def, 10 armour, 180% power, 197 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 181% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +197 Melee+ +22 cold +16 nature +17 physical On Hit.r1 +4 acid On Crit.r2 +16 acid While equipped: Stats +9 Str +8 Dex +9 Wil dps ---------- Res.pen +10% nature Acc +20 (+9 eff.) On shield block: * Deals 125 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +6% acid +16% cold +17% physical Shield.near.proj +70 Proj.slow +29% ---------- misc Talents +1 Block Handheld deflection devices. |
Murak the Brightburst (2 def, 6 armour) Murak the Brightburst (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% temporal +12% light +6% mind +15% fire +5% arcane +9% nature Mind.save +13 (+7 eff.) A suit of armour made of mail. |
dwarven-steel plate armour (0 def, 11 armour) dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
Goridoregorion the Tundrastreaker (7 def, 0 armour) Goridoregorion the Tundrastreaker (7 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +15% cold Res.pen +25% light Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Defense +7 (+4 eff.) Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Torundur (25 def, 3 armour) Torundur (25 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +4 Str +2 Wil +1 Con ----- def ----- Armour +3 Defense +25 (+10 eff.) Resists +17% lightning +7% temporal +2% physical A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
pair of dwarven-steel boots 'Rainwitch' (8 def, 4 armour) pair of dwarven-steel boots 'Rainwitch' (8 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +10% acid +25% cold +10% mind On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Armour +4 Defense +8 (+4 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cashmere wizard hat (2 def, 0 armour) cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
Smolderbreak (10 def, 1 armour) Smolderbreak (10 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% acid +5% physical Acc +5 (+2 eff.) ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +1% Resists +9% fire +5% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
Singemalice the hardened leather cap (0 def, 6 armour) Singemalice the hardened leather cap (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex +4 Mag dps ---------- Res.pen +15% fire ----- def ----- Armour +6 Fatigue +3% Resists +6% fire ---------- misc Infravis +2 A cap made of leather. |
hardened leather cap of strength (+4) (0 def, 3 armour) hardened leather cap of strength (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
11 agate 11 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. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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. |
8 citrine 8 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. |
9 zircon 9 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. |
4 aquamarine 4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst 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. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
140 alchemist agate 140 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. |
Automated Portable Extractor 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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 143] simple healing salve [power 143]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 143 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Transmogrification Chest 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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. |
elm totem of stinging [power 116] (15 cooldown) elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Lisowyn the Skeleton Annihilator level 14
37th Haze 122nd year of Ascendancy at 10:35 see stats
By Lisowyn the Skeleton Annihilator level 10
23rd Dusk 122nd year of Ascendancy at 13:55 see stats
By Lisowyn the Skeleton Annihilator level 10
24th Dusk 122nd year of Ascendancy at 06:27 see stats
By Lisowyn the Skeleton Annihilator level 16
54th Haze 122nd year of Ascendancy at 00:13 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Talent Hunker Down is ready to use.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Rested for 33 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
You consume the heart and feel the knowledge of this very old creature fill you!
You have 6 stat point(s) to spend. Press p to use them.
You have 2 class talent point(s) to spend. Press p to use them.
You have 2 generic talent point(s) to spend. Press p to use them.
You have no more Heart of the Sandworm Queen.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Exoskeleton
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Resting starts...
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Talent Lock On is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).