















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! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Female |
Race | Higher |
Class | Annihilator |
Level / Exp | 14 / 95% |
Size | medium |
Lifes / Deaths | Killed by Eluresemina the elven guard at level 14 on the 24th Dusk 122nd year of Ascendancy at 04:11 / 1 |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 36 (base 28) |
Constitution | 14 (base 10) |
Magic | 12 (base 10) |
Willpower | 19 (base 10) |
Cunning | 52 (base 40) |
Resources
Life | -115/275 |
Steam | 88/106 |
Healing Factor | 1.1372895330003 |
Regeneration | 0.28432238325009 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 3 |
See Stealth | 9 |
See Invisible | 9 |
Offense: Mainhand
Damage | 29 |
Accuracy | 45 |
Crit Chance | 18% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 16 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +10% |
Physical | +9% |
Mind | +6% |
Arcane | +9% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Physical | +15% |
Arcane | +5% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 26.522593642275 (82.32946707186%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 23 |
Physical Save | 17 |
Spell Save | 13 |
Mental Save | 28 |
Defense: Resistances
Arcane | + 10%( 70%) |
Cold | + 28%( 70%) |
All | 0%( 70%) |
Darkness | + 6%( 70%) |
Light | + 30%( 70%) |
Temporal | + 9%( 70%) |
Physical | + 1%( 70%) |
Mind | + 6%( 70%) |
Fire | + 31%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Disarm Resistance | 60% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 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 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 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Gadgets | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+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. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Spell.pwr +4 (+4 eff.) Dmg.mod +3% physical Apr +2 ----- def ----- Armour +3 Defense +5 (+3 eff.) Fatigue +2% ---------- misc Max.mana +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 shot ammo [Random Unique] Nature Power 126% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Ranged+ +20 blight +11 fire +10 nature On Crit.r2 +7 fire While equipped: ---------- misc Talents +1 Antimagic Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Mag +1 Wil +6 Cun dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +5% Crit.chn- 10.00% Mind.save +3 (+2 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Disarm- +60% ---------- misc Talents +1 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 41.83 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Wil dps ---------- Res.pen +15% physical ----- def ----- Resists +1% physical Die.at -20.00 life ---------- misc Max.stam +10.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% lightning Acc +6 (+2 eff.) Melee Ret 8 lightning ----- def ----- Resists +3% cold Crit.chn- 5.00% ---------- misc Infravis +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% physical ----- def ----- Fatigue -5% Die.at -60.00 life ---------- misc Max.enc +20 Light +1 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun +4 Con dps ---------- Dmg.mod +9% arcane +6% fire Res.pen +5% arcane +10% fire ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
In main hand | ![]() 4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% On Hit: * splashes acid on your target dealing 19 damage and reducing their armor Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Phys.crit +1.0% Mind.pwr +3 (+2 eff.) Dmg.mod +3% physical Res.pen +5% light Acc +5 (+2 eff.) ----- def ----- Fatigue -8% Resists +6% nature Phys.save +6 (+4 eff.) ---------- misc Max.enc +20 A belt that goes around your waist. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Resists +9% temporal +6% darkness +5% arcane Spell.save +3 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Armour +5 Hardiness +20% Defense +7 (+4 eff.) Fatigue +17% Resists +6% mind +5% arcane Mind.save +10 (+5 eff.) A suit of armour made of mail. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 82%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.8 steam per turn. Can be activated for an instant burst of 29 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 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. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- Crit.mult +5.00% Res.pen +10% light Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane/Master Power 107% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.5% Atk.spd 100% Phasing +16% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +31% Massive two-handed battleaxes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Resists +6% nature Spell.save +6 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +9 Wil dps ---------- Crit.mult +10.00% Dmg.mod +3% mind Res.pen +10% nature Against +16% Summoned ----- def ----- Resists +3% acid D.Red.from +16% Summoned ---------- misc Psi/ret +0.04 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +5% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +3 (+2 eff.) Against +19% Summoned ----- def ----- D.Red.from +16% Summoned Phys.save +6 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Res.pen +15% nature ----- def ----- Armour +6 Fatigue -5% Max.HP +20.00 Heal.mod +10% Silence- +20% ---------- misc Max.enc +21 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Cun dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +3% temporal ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Cun +3 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +1 (+1 eff.) Resists +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +5 Dex dps ---------- Dmg.mod +10% mind +6% acid ----- def ----- Resists +18% acid +10% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+4 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T1 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +7% all ---------- misc Mana/turn +0.10 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +1 Str +1 Dex +2 Con dps ---------- Dmg.mod +11% mind ----- def ----- Defense +15 (+8 eff.) Resists +11% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Melee Ret 8 light On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+4 eff.) ---------- misc Max.enc +22 Hate/m.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning +9% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +3% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Mag +3 Wil +5 Con dps ---------- Dmg.mod +3% light Res.pen +5% light ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Crit.chn- 15.00% Mind.save +6 (+3 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Crit.mult +5.00% Dmg.mod +12% lightning +3% arcane Melee Ret 2 blight ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +6 (+3 eff.) ---------- misc Max.vim +20.00 A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness Crit.chn- 10.00% Mind.save +9 (+5 eff.) HP.reg +4.00 A hat made of leather. Very stylish. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 101% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +23 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+4 eff.) Heal.mod +11% ---------- 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. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 132] simple healing salve [power 132]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 132 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T1 shot ammo [Ego] Arcane Power 111% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 21 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T1 shot ammo [Normal] Power 113% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 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 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lorttarl the Higher Annihilator level 10
4th Dusk 122nd year of Ascendancy at 15:52 see stats
By Lorttarl the Higher Annihilator level 13
17th Dusk 122nd year of Ascendancy at 17:30 see stats
By Lorttarl the Higher Annihilator level 11
11st Dusk 122nd year of Ascendancy at 18:25 see stats
By Lorttarl the Higher Annihilator level 11
10th Dusk 122nd year of Ascendancy at 10:14 see stats
Log
Eluresemina the elven guard's spell attains critical power!
Eluresemina the elven guard is surging arcane power.
Lorttarl's tinker attains critical power!
Adamira the netherworm mass is corroded.
The shield around Adamira the netherworm mass crumbles.
Something hits Mecharachnid (servant of Lorttarl) for 32 lightning damage.
Lorttarl's Shoot hits Adamira the netherworm mass for (72 absorbed), 0 physical, (21 absorbed), 0 blight, (13 absorbed), 0 fire, (11 absorbed), 0 nature, (35 absorbed), 13 acid (13 total damage).
Lorttarl's Grenade Launcher hits Adamira the netherworm mass for 48 fire, 22 blight, 13 fire, 11 nature (94 total damage).
Eluresemina the elven guard casts Timeless.
Eluresemina the elven guard casts Night Sphere.
Mecharachnid (servant of Lorttarl) shoots!
Eluresemina the elven guard's River of Souls hits Lorttarl for (91 exoskeleton), 91 darkness (91 total damage).
Eluresemina the elven guard's River of Souls hits Mecharachnid (servant of Lorttarl) for 218 darkness damage.
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Lorttarl uses Magnetic Field.
Lorttarl hits Adamira the netherworm mass for 82 lightning, 17 cold, 26 light (125 total damage).
Lorttarl loses sight!
Bane of Blindness from Eluresemina the elven guard hits Lorttarl for (10 exoskeleton), 10 darkness (10 total damage).
Lorttarl is afflicted by a dire plague!
Something hits Lorttarl for (65 exoskeleton), 65 darkness (65 total damage).
Something hits Something for 153 darkness damage.
Erupting Shadows hits Lorttarl for (16 exoskeleton), 16 darkness (16 total damage).
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Dire Plague from Eluresemina the elven guard hits Lorttarl for (3 exoskeleton), 36 darkness (36 total damage).
Bane of Blindness from Eluresemina the elven guard hits Lorttarl for (0 exoskeleton), 20 darkness (20 total damage).
Erupting Shadows hits Lorttarl for (0 exoskeleton), 31 darkness (31 total damage).
Something hits Lorttarl for (8 exoskeleton), 122 darkness (122 total damage).
Lorttarl the level 14 higher annihilator was darkened to death by Eluresemina the elven guard on level 3 of Rhaloren Camp.