Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/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.
Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Inferno Forger 1.6.7Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: 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:
Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Resonably Generous Levels 1.6.7Is resonably generous with talents, types and stat points for each level gained. + 0.1% resist all per level upto level 50. (Double at level 2) +0.1% resist all every even level at levels 51+ + 1 to all saves per level upto level 50. (Double at level 2) +1 to all saves every even level at levels 51+ + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (9 at level 2) and (6 at level 3 to 15) Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Revised Staff Combat 1.7.4Overloads Spell/Staff Combat to make some of it more useful. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Customized Xorn Race 1.2.5Xorns, four armed creatures of earth.
This is a personalized version of Trea’s Xorn Race mod. It doubles the number of ring/glove slots. It also doubles life gain from constitution. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Xorn |
Class | Inferno Forger |
Level / Exp | 16 / 77% |
Size | huge |
Lifes / Deaths | Killed by Arurata the dozing fox at level 9 on the 2nd Summertide 122nd year of Ascendancy at 01:58 3 / 2Killed by Gunsnake at level 11 on the 7th Flare 122nd year of Ascendancy at 16:19 |
Primary Stats
Strength | 57 (base 24) |
Dexterity | 34 (base 27) |
Constitution | 40 (base 16) |
Magic | 70 (base 43) |
Willpower | 44 (base 12) |
Cunning | 76 (base 43) |
Resources
Life | 739/778 |
Mana | 357/419 |
Steam | 100/100 |
Healing Factor | 2.1521823689891 |
Regeneration | 12.730345841192 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 9 |
Offense: Mainhand
Damage | 70 |
Accuracy | 59 |
Crit Chance | 24% |
APR | 7 |
Speed | 1.00 |
Damage | 88 |
Accuracy | 59 |
Crit Chance | 26% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Light | +11% |
Cold | +35% |
Arcane | +25% |
Fire | +55% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Defense: Base
Armour (hardiness) | 22.5 (43.579428603723%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 15 |
Physical Save | 50 |
Spell Save | 42 |
Mental Save | 54 |
Defense: Resistances
Acid | + 41%( 70%) |
Arcane | + 31%( 70%) |
Mind | + 36%( 70%) |
All | + 28%( 70%) |
Lightning | + 35%( 70%) |
Light | + 32%( 70%) |
Physical | + 36%( 70%) |
Cold | + 60%( 70%) |
Fire | + 64%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Pinning Resistance | 36% |
Confusion Resistance | 24% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 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 Magic 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 151% efficiency and cooldown mod of 81%. |
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 156% efficiency and cooldown mod of 70%. Its effects scale with your Cunning stat. |
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 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Mechanized Combat | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Engine | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Heat Venting | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Spell / Alchemical Fire | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Fire and Shadow | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Flames | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Fuel | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.17 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Race / Xorn | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/3 |
Steamtech / Engineering | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Fire Gauntlet |
talent | Excess Venting |
talent | Shadow Blaze |
beneficial effect | The target is covered in molten metal, gaining 20% resistance to all damage. In addition, some skills are empowered. Molten Metal Shield |
beneficial effect | Plates of enchanted machinery guard you, shifting to block heavy blows. You have 4 plates remaining. Steam Plate |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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 failed to protect the injured seer from death by Porobeth the giant venus flytrap. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Mag / +1 Wil / +2 Cun / +1 Con Physical save: +6 (+2 eff.) Light radius: +3 See invisible: +6 Healing mod.: +11% 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +4 Dex A hat made of leather. Very stylish. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 10 acid Changes resistances: +9% acid Changes resistances penetration: +5% acid Maximum encumbrance: +22 Mental save: +7 (+2 eff.) Psi when hit: +0.04 Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 12 light Changes stats: +3 Mag Changes damage: +11% light Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 18.68 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +2 Cun Changes resistances: +6% cold / +31% fire Changes damage: +11% fire Reduces incoming crit damage: 5.00% See invisible: +3 Rings make your fingers look great! |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +1 Mag Physical save: +5 (+1 eff.) Vim when firing critical spell: +1.00 Maximum vim: +10.00 Spellpower: +20 (+5 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 80% Mag Damage type: Fire Mastery: Fire Gauntlet Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 33 damage and reducing their armor When wielded/worn: Changes stats: +8 Mag / +10 Wil / +6 Cun Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 36.0 - 43.2 Uses stat: 80% Mag Damage type: Arcane Mastery: Fire Gauntlet Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances: +5% arcane Changes damage: +25% arcane / +3% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Disease immunity: +20% Maximum life: +20.00 Maximum mana: +14.00 Spellpower: +23 (+6 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 fire Changes resistances: +5% fire Changes damage: +5% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +5 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 131.37 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Main armor | ![]() Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+6 eff.) Fatigue: +12% Changes stats: +8 Cun / +5 Wil Mental save: +26 (+8 eff.) A suit of armour made of mail. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +2 (+1 eff.) Changes stats: +3 Str / +4 Con Changes resistances: +6% light Reduces incoming crit damage: 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% mind / +9% cold Talent mastery: +0.17 Steamtech / Physics Physical save: +12 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+3 eff.) Confusion immunity: +24% Hate when firing a critical mind attack: +1.00 Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 591% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 27.0 - 32.4 Uses stat: 80% Mag Damage type: Cold Mastery: Fire Gauntlet Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% light Changes resistances penetration: +20% nature Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +12.00% Blindness immunity: +10% Only die when reaching: -60.00 life Maximum life: +40.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 80% Mag Damage type: Acid Mastery: Fire Gauntlet Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Changes stats: +2 Wil Maximum wards: +2 acid Changes resistances penetration: +8% acid Changes damage: +15% acid / +6% blight Talents granted: +1 Ward +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() steel steamsaw 'Magmapiety' (14-21 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.0 - 21.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +24 Damage (Melee): +4 light Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to reduce armor by 38% Damage (Melee): 6 cold Damage when hit (Melee): 3 ice Changes resistances penetration: +5% acid / +15% fire Changes damage: +6% acid Talent granted: +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! |
![]() Requires: - Strength 18 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% On weapon crit: * inflicts a cursed wound (halves healing for 10 turns) Damage (Melee): +10 acid When wielded/worn: Hate per kill: +1.00 A old rusty axe. You feel it isn't as useless as it looks. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Defense: +10 (+5 eff.) Changes stats: +1 Con Changes resistances penetration: +5% acid Changes damage: +3% physical Physical save: +6 (+2 eff.) Life regen: +1.00 Healing mod.: +12% A belt that goes around your waist. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +6% light / +5% cold Silence immunity: +10% Life regen: +2.00 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 lightning Changes stats: +1 Cun / +2 Str Changes resistances: +6% lightning Changes damage: +4% lightning / +9% fire Critical mult.: +10.00% Stamina each turn: +1.00 Maximum psi: +20.00 When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +8 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +1 Mag Changes resistances: +11% light / +11% darkness Changes resistances penetration: +15% cold Reduces incoming crit damage: 5.00% Light radius: +1 A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +4 Cun / +6 Wil Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Mental save: +13 (+4 eff.) A suit of armour made of mail. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 50 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 17] simple frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 156% efficiency and 70% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 213] simple healing salve [power 213]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 156% efficiency and 70% cooldown modifier. It can be used to heal 213 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Zara the Xorn Inferno Forger level 10
2nd Summertide 122nd year of Ascendancy at 05:30 see stats
By Zara the Xorn Inferno Forger level 16
46th Dusk 122nd year of Ascendancy at 21:49 see stats
By Zara the Xorn Inferno Forger level 7
2nd Mirth 122nd year of Ascendancy at 02:37 see stats
By Zara the Xorn Inferno Forger level 15
15th Dusk 122nd year of Ascendancy at 07:00 see stats
By Zara the Xorn Inferno Forger level 11
7th Flare 122nd year of Ascendancy at 05:13 see stats
Log
You gain 12.36 gold from the melting of steel battleaxe 'Fogwind' (20-31 power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 2.50 gold from the melting of acidic steel battleaxe of phasing (20-29 power, 9 apr).
You gain 10.47 gold from the melting of Ichorscar.
There is a way to the previous level here (press '' or right click to use).
Layovena the white wolf howls
Excess Venting hits Layovena the white wolf for 14 darkness, 216 fire (230 total damage).
Excess Venting hits Layovena the white wolf for 14 darkness, 216 fire (230 total damage).
Layovena the white wolf uses Twist the Knife.
Layovena the white wolf performs a melee critical strike against Zara!
Layovena the white wolf is on fire!
Layovena the white wolf performs a melee critical strike against Zara!
Zara shrugs off Layovena the white wolf's 'Cripple'!
Zara's Off-balance was extended!
Zara casts Molten Metal Shield.
Layovena the white wolf hits Zara for 61 physical, 54 physical (115 total damage).
Melee retaliation hits Layovena the white wolf for 16 acid, 16 acid (32 total damage).
Zara hits Layovena the white wolf for 3 darkness, 47 fire, 2 darkness, 32 fire (85 total damage).
Zara performs a melee critical strike against Layovena the white wolf!
Zara's tinker attains critical power!
Zara hits Layovena the white wolf for 129 fire, (19 parried) (129 total damage).
Zara killed Layovena the white wolf!
Zara picks up (h.): steel steamsaw 'Magmapiety' (14-21 power, 0 apr).
Talent Enhancing Pistons is ready to use.