














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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Annihilator |
| Level / Exp | 14 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 14 on the 18th Dusk 122nd year of Ascendancy at 08:33 / 1 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 39 (base 27) |
| Constitution | 18 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 59 (base 39) |
Resources
| Life | -11/322 |
| Steam | 116/118 |
| Healing Factor | 1.1711363549267 |
| Regeneration | 0.29278408873167 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 9 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 42 |
| Crit Chance | 21% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Nature | +8% |
| Blight | +10% |
| Cold | +22% |
| Fire | +26% |
| All | 0% |
Offense: Damage Penetration
| Cold | +8% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 9 |
| Physical Save | 22 |
| Spell Save | 19 |
| Mental Save | 36 |
Defense: Resistances
| Darkness | + 13%( 70%) |
| Light | + 37%( 70%) |
| Nature | + 25%( 70%) |
| Blight | + 25%( 70%) |
| Cold | + 33%( 70%) |
| Fire | + 39%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. 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 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 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | 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 | Xerithra the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +7 Cun +2 Wil defense ------ Armor +3 Crit Resistance 5.00% Physical save +6 (+3 eff.) Spell save +7 (+4 eff.) Mind save +5 (+2 eff.) other ------- Max psi +10.00 A pair of boots made of leather. |
| Quiver | Demonclamor (17/17, 108% power, 1 apr) 3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 108% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +1 Critical Rate +4.0% Capacity 17 On-ranged-hit +16 darkness +4 arcane +16 mind On Hit: * 20% chance to reduce damage dealt by 21% While equipped: other ------- Talents +1 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(76 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm 'Rimebane' (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ Damage +15% fire +12% cold Accuracy +1 (+0 eff.) defense ------ Armor +3 Fatigue +5% Resistance +6% nature +6% blight other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | powerful elm wand of shielding [power 110] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: Stats +4 Str +4 Con offense ------ Physical Power +6 (+3 eff.) Damage +10% blight +3% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Fatigue -5% Resistance +10% blight +3% darkness other ------- Encumbrance +21 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | titan's copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | insulating steel amulet of magic (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag defense ------ Resistance +10% fire +10% cold Amulets make your neck look great! |
| In main hand | iron steamgun 'Kurion' 4.0 Encumbrance T1 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-ranged-hit +6 draining blight On-Hit, radius 1 +14 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +3 Dex offense ------ Physical Crit +3.0% defense ------ Mind save +3 (+1 eff.) other ------- EQ when Hit +0.04 Max stamina +20.00 Max psi +10.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+5 eff.) defense ------ Category Bonus +0.20 Wild-gift Mind save +15 (+6 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | reinforced iron shield (0 def, 4 armour, 38.5 block)7.0 Encumbrance T1 shield armor [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +1 (+1 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silk Current (12 def, 4 armour) 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold 10 physical defense ------ Armor +4 Defense +12 (+6 eff.) Fatigue +1% Resistance +7% all +15% cold other ------- 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 level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
movement infusion of the psychic (speed 499%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 631%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 631% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Str, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
arcing iron greatmaul of massacre (132% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 132% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. |
iron mace 'Layuthra' (105% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +1 Str +1 Dex offense ------ Physical Crit +3.0% Accuracy +11 (+3 eff.) defense ------ Defense +6 (+3 eff.) Resistance +6% mind +6% temporal Unlife -20.00 life Disarm Resist +23% Blunt and deadly. |
ethereal elm vilestaff (100% power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +6 (+2 eff.) Damage +10% blight Ignore Shields +11% defense ------ Defense +10 (+5 eff.) Shield Power +7% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mighty iron steamgun of fire4.0 Encumbrance T1 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-ranged-hit +6 fire On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +1 Str offense ------ Physical Power +6 (+3 eff.) Damage +8% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
flaming iron steamsaw of the stars (65% power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego+] Arcane/Nature/Steamtech Weapon Damage 104% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +2 Mag offense ------ On-Hit 5 fire Damage +10% light +10% darkness When Hit 2 fire defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% Resistance +10% light +10% darkness other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
River's Fury (125% power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 125% Range: 1.0x-1.4x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+3 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+3 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.3 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 2, doing 4.25 cold damage and 3.49 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Tempestsmasher the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +12% lightning +6% blight Ignore resists +10% light +5% lightning When Hit 4 light defense ------ Resistance +6% light +6% darkness A belt that goes around your waist. |
insulating rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Fatigue -4% Resistance +6% fire +6% cold other ------- Encumbrance +20 A belt that goes around your waist. |
linen cloak 'Baldir' (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Mindpower +10 (+3 eff.) defense ------ Defense +6 (+3 eff.) Resistance +3% light +3% cold Life +30.00 Blind Resist +20% other ------- Max psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Prismbender the linen robe (2 def, 3 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +1 Dex +5 Con offense ------ Ignore resists +5% light When Hit 0 physical defense ------ Armor +3 Defense +2 (+1 eff.) Resistance +3% mind +7% all Physical save +16 (+8 eff.) other ------- Light +3 Infravision +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Furnacewind the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Dex +4 Con offense ------ Damage +6% fire defense ------ Armor +1 Resistance +9% fire +3% light +6% cold A pair of boots made of leather. |
Winterrend the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% temporal +6% cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 defense ------ Armor +1 Resistance +9% mind other ------- Stamina/turn +0.50 Max stamina +11.00 A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -2% Physical save +6 (+3 eff.) other ------- Encumbrance +23 Stamina/turn +0.30 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 7 acid Damage +4% acid defense ------ Armor +1 Resistance +6% acid 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. |
Shinesweeper (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +5 Fatigue +5% Mind save +12 (+5 eff.) Unlife -20.00 life Life Regen +4.00 other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ulorab the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Spellpower/crit +6 defense ------ Armor +1 Fatigue +1% Resistance +15% lightning +1% physical Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
Xerayara (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Str +1 Dex +1 Mag +2 Con offense ------ Physical Power +3 (+1 eff.) Ignore resists +5% physical defense ------ Armor +1 Fatigue +1% Physical save +3 (+1 eff.) Spell save +3 (+2 eff.) other ------- Mana-on-crit +2.00 A cap made of leather. |
Boltwrecker the rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Nature While equipped: offense ------ Damage +3% acid +9% mind Ignore resists +10% lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +3% mind Life Regen +2.20 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
radiant iron plate armour of command (5 def, 11 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Ego++] Nature/Psionic While equipped: Stats +2 Cun +2 Wil defense ------ Armor +11 Defense +5 (+3 eff.) Fatigue +22% Resistance +10% blight +11% darkness Mind save +11 (+5 eff.) other ------- Light +2 A suit of armour made of metal plates. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical 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. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance 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 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 139] simple healing salve [power 139]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 139 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
deadly pouch of iron shots of amnesia (22/23, 119% power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego+] Master/Psionic Weapon Damage 119% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 23 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Shots are used with slings to pummel your foes to death. |
pouch of iron shots (20/20, 111% power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 111% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 20 While equipped: Shots are used with slings to pummel your foes to death. |
quick elm totem of healing [power 110] (11 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Saina the Thalore Annihilator level 10
1st Summertide 122nd year of Ascendancy at 07:28 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Saina the Thalore Annihilator level 11
4th Flare 122nd year of Ascendancy at 10:03 see stats
Log
Saina is stunned!
Saina shrugs off Gunsnake's 'Deep Wound'!
Saina is knocked back!
Gunsnake's Double Shots misses Saina.
Saina is knocked back!
Gunsnake's Double Shots misses Saina.
Gunsnake deflects the projectile from Saina but fumbles!
Gunsnake's Double Shots hits Saina for (18 reactive armor), 60 physical (60 total damage).
Gunsnake's Double Shots hits Saina for 40 physical damage.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the northeast (Gunsnake)).
Saina receives 163 healing.
Saina's Reactive Armor misses Gunsnake.
Evasive Shots fires a retaliatory shot at Saina!
Saina's Rocket Pod hits Gunsnake for (17 flat reduction), 6 fire, (1 flat reduction), 0 blight, (4 flat reduction), 0 darkness, (4 flat reduction), 0 mind, (1 flat reduction), 0 arcane (6 total damage).
Gunsnake's Evasive Shots performs a ranged critical strike against Saina!
Saina is cut deeply.
Saina is knocked back!
Saina is knocked back!
Gunsnake's Evasive Shots hits Saina for 91 physical damage.
Gunsnake's Evasive Shots hits Saina for (36 reactive armor), 123 physical (123 total damage).
Gunsnake is knocked back!
Saina's Reactive Armor hits Gunsnake for (8 flat reduction), 0 physical, (2 flat reduction), 0 blight, (8 flat reduction), 0 darkness, (8 flat reduction), 0 mind, (2 flat reduction), 0 arcane, (7 flat reduction), 0 physical (0 total damage).
Gunsnake shoots!
Gunsnake's Shoot performs a ranged critical strike against Saina!
Gunsnake's Shoot hits Saina for 67 physical damage.
Gunsnake's Shoot hits Saina for 51 physical damage.
Burning Phosphorous from Saina hits Gunsnake for (12 flat reduction), 0 fire (0 total damage).
Saina the level 14 thalore annihilator was disembowelled to death by Gunsnake on level 3 of Ruins of Kor'Pul.






























































































