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! 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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Annihilator |
Level / Exp | 23 / 30% |
Size | big |
Lifes / Deaths | Killed by Carlos Danger at level 23 on the 36th Haze 122nd year of Ascendancy at 08:29 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 33 (base 11) |
Dexterity | 68 (base 53) |
Constitution | 28 (base 10) |
Magic | 19 (base 10) |
Willpower | 56 (base 25) |
Cunning | 44 (base 29) |
Resources
Life | -93/575 |
Equilibrium | 30 |
Steam | 100/100 |
Healing Factor | 1.1456298990388 |
Regeneration | 9.4514466670701 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 7 |
See Stealth | 36 |
See Invisible | 36 |
Offense: Mainhand
Damage | 46 |
Accuracy | 51 |
Crit Chance | 15% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 9.5 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +22% |
Light | +9% |
Physical | +32% |
Cold | +49% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Light | +40% |
All | +10% |
Defense: Base
Armour (hardiness) | 19 (69.007671158813%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 29 |
Mental Save | 31 |
Defense: Resistances
Acid | + 64%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 70%( 70%) |
All | + 18%( 70%) |
Darkness | + 28%( 70%) |
Light | + 35%( 70%) |
Physical | + 28%( 70%) |
Lightning | + 57%( 70%) |
Fire | + 38%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Instadeath Resistance | 100% |
Disarm Resistance | 80% |
Poison Resistance | 10% |
Silence Resistance | 10% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.3 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Willpower 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 135% efficiency and cooldown mod of 85%. Its effects scale with your Constitution 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 133% efficiency and cooldown mod of 68%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.9 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Demolition | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Steamtech / Gadgets | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by Aryletha the giant ice ant. Escort: repented thief (level 3 of Old Forest) | failed |
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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of rough leather boots 'Beligamira' (0 def, 1 armour) pair of rough leather boots 'Beligamira' (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +3 Wil Talent granted: +3 Rocket Boots Physical save: +5 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Equilibrium when hit: +0.04 Maximum hate: +2.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +2% A pair of boots made of leather. |
Quiver | pouch of dwarven-steel shots of grasping (21/21, 34-41 power, 3 apr) pouch of dwarven-steel shots of grasping (21/21, 34-41 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 211 nature damage and pinning them for 3 turns When wielded/worn: Talent granted: +3 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | Mydedar the Kindleedge Mydedar the KindleedgeInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Dex / +1 Wil / +2 Con Changes resistances: +3% fire / +3% all Spell save: +6 (+3 eff.) Light radius: +5 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 | Emeleralaith the rough leather cap (0 def, 1 armour) =str6= Emeleralaith the rough leather cap (0 def, 1 armour) =str6=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +3 Wil / +3 Cun / +1 Con Reduces incoming crit damage: 5.00% Hate when firing a critical mind attack: +1.00 Mindpower: +24 (+8 eff.) Light radius: +1 Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 A cap made of leather. |
On hands | Vilevile the iron gauntlets (0 def, 5 armour) Vilevile the iron gauntlets (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 60% Changes resistances: +5% arcane / +1% physical Changes resistances penetration: +5% light Talent granted: +3 Iron Grip Disarm immunity: +80% Life regen: +2.00 Stamina each turn: +0.70 Maximum life: +40.00 Maximum stamina: +10.00 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. |
Tool | steel torque of gale force 'Dayrace' [power 165] (15 cooldown) steel torque of gale force 'Dayrace' [power 165] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +12% light / +6% cold Reduces incoming crit damage: 10.00% Life regen: +4.00 Light radius: +3 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 218 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Ravensun' =con3= copper ring 'Ravensun' =con3=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 2 darkness Changes stats: +3 Con Changes resistances: +9% darkness / +11% physical Changes resistances penetration: +10% darkness Changes damage: +11% physical Rings make your fingers look great! |
On fingers | Vargh Redemption =con6= Vargh Redemption =con6=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.94 cold and 20.33 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around neck | Rhidor the Glimmerbrace =con4= Rhidor the Glimmerbrace =con4=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +4 Wil / +4 Cun / +4 Con Changes resistances: +14% fire / +5% arcane / +10% cold Changes resistances penetration: +25% light Life regen: +2.00 Stamina each turn: +0.50 Light radius: +1 Movement speed: +10% Amulets make your neck look great! |
In main hand | mighty stralite steamgun of piercing mighty stralite steamgun of piercing Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +32 Crit. chance: +20.0% Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +8 Physical power: +8 (+3 eff.) Changes stats: +2 Str Changes resistances penetration: +10% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Umbraoozer Umbraoozer Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes stats: +4 Cun / +4 Wil Changes resistances: +3% darkness Changes damage: +3% lightning / +9% light Damage against: +15% Summoned Reduced damage from: +19% Summoned A belt that goes around your waist. |
In off hand | stralite shield of resistance (0 def, 8 armour, 46-55 power, 142.5 block) stralite shield of resistance (0 def, 8 armour, 46-55 power, 142.5 block)Requires: - Shield usage training - Cunning 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.5 - 54.6 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +8% acid / +7% fire / +9% lightning / +9% cold Talent granted: +1 Block Handheld deflection devices. |
Cloak | linen cloak 'Layarin' (1 def, 0 armour) linen cloak 'Layarin' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances: +3% blight / +24% lightning Physical save: +3 (+2 eff.) Stun/Freeze immunity: +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Brenurig (0 def, 4 armour) =str10= Brenurig (0 def, 4 armour) =str10=Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Armour Hardiness: +20% Fatigue: +4% Changes stats: +10 Str / +11 Mag / +10 Wil Changes resistances: +15% lightning / +9% light / +3% acid / +34% cold / +6% nature / +11% all Changes damage: +19% lightning / +34% cold / +21% physical Poison immunity: +10% Silence immunity: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. medical injector implant (efficiency 101% / cooldown 58%)medical injector implant (efficiency 101% / cooldown 58%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 101% efficiency and cooldown mod of 58%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. healing infusion (heal 41; cd 14)healing infusion (heal 41; cd 14) 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 instantly heal yourself for 41 then cleanse 1 wound, poison, and disease effect. 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. |
Koredor the voratun ring =remnants= Koredor the voratun ring =remnants=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 32 Damage (Melee): 25 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 32 Damage (Ranged): 27 physical Damage when hit (Melee): 8 mind Changes stats: +8 Mag / +8 Wil / +4 Cun Changes resistances: +26% mind Changes resistances penetration: +20% arcane / +10% mind Changes damage: +20% mind Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +12 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul 'Blazeclamor' (56-83 power, 2 apr)dwarven-steel greatmaul 'Blazeclamor' (56-83 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 55.5 - 83.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +16 lightning When wielded/worn: Physical power: +20 (+7 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Str / +3 Con Changes resistances: +6% lightning Spell save: +12 (+6 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Shadeshine the dwarven-steel mace (28-40 power, 4 apr)Shadeshine the dwarven-steel mace (28-40 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes stats: +8 Wil / +2 Cun / +7 Con Changes resistances penetration: +20% darkness Equilibrium when hit: +0.28 Maximum life: +22.00 Mental crit. chance: +2% Blunt and deadly. |
dwarven-steel mace 'Arerassra' (24-34 power, 4 apr) =con8= dwarven-steel mace 'Arerassra' (24-34 power, 4 apr) =con8=Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +8 Changes stats: +8 Wil / +1 Cun / +8 Con Changes resistances: +9% temporal Changes resistances penetration: +8% all Changes damage: +3% mind Hate when firing a critical mind attack: +3.00 Maximum life: +28.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. yew starstaff of greater warding (20-24 power, 4 apr, temporal element)yew starstaff of greater warding (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +9 (+3 eff.) Maximum wards: +3 temporal Changes damage: +20% temporal Talents granted: +3 Ward +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cashmere cloak 'Lorirodin' (2 def, 0 armour)cashmere cloak 'Lorirodin' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil Changes damage: +12% mind Mental save: +17 (+8 eff.) Maximum psi: +50.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisuriann (0 def, 0 armour) =remnants= Lisuriann (0 def, 0 armour) =remnants=Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +15% lightning / +12% blight / +12% acid / +18% nature / +9% all Changes resistances penetration: +5% acid Changes damage: +10% lightning / +12% nature / +12% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour) =remnants= Worm Nest (0 def, 0 armour) =remnants=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+4 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
This item will automatically be transmogrified when you leave the level. Aeruradar the Galeriver (0 def, 4 armour)Aeruradar the Galeriver (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Dex / +3 Mag Changes resistances: +5% fire / +7% cold Changes resistances penetration: +20% lightning Changes damage: +12% lightning See invisible: +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Koreduhor (0 def, 4 armour) =str5 con9= Koreduhor (0 def, 4 armour) =str5 con9=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +5 Str / +9 Con Changes resistances penetration: +5% physical Changes damage: +7% physical Physical save: +15 (+8 eff.) Stamina each turn: +1.20 Maximum life: +36.00 Maximum stamina: +12.00 Movement speed: +10% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Armohor (0 def, 3 armour) =remnants= Armohor (0 def, 3 armour) =remnants=Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 15% Damage (Melee): 8 temporal Damage (Ranged): 5 temporal Changes stats: +3 Dex / +2 Mag Changes resistances: +7% temporal Changes resistances penetration: +15% acid Changes damage: +3% temporal Life regen: +5.00 Stamina each turn: +0.80 Maximum stamina: +21.00 Spell crit. chance: +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. |
Gunydar the Quenchumbra (0 def, 1 armour) =con5= Gunydar the Quenchumbra (0 def, 1 armour) =con5=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 cold Changes stats: +5 Cun / +5 Con Changes resistances: +3% cold Changes resistances penetration: +5% lightning A cap made of leather. |
bladed iron helm of the depths (0 def, 3 armour) =wb str3= bladed iron helm of the depths (0 def, 3 armour) =wb str3=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +5% cold Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 102.2 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour 'Glacierwire' (3 def, 8 armour)dwarven-steel mail armour 'Glacierwire' (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +15% acid / +15% fire / +3% cold / +17% lightning Changes resistances penetration: +5% blight / +5% cold Changes damage: +6% blight / +12% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of temporal resistance (9 def, 6 armour)prismatic hardened leather armour of temporal resistance (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +18% temporal / +12% light / +13% darkness A suit of armour made of leather. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of the Iron Throne (dig speed 20 turns) =dig= iron pickaxe of the Iron Throne (dig speed 20 turns) =dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +20.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered 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. |
3 garnet 3 garnet0.00 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
powerful frost salve [power 20] powerful frost salve [power 20]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 133% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (20% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 270] powerful healing salve [power 270]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 133% efficiency and 68% cooldown modifier. It can be used to heal 270 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered 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. |
well-made head lamp well-made head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Accuracy: +9 (+3 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Grinevor the steel torque of mindblast [power 170] (15 cooldown) =silence= Grinevor the steel torque of mindblast [power 170] (15 cooldown) =silence=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 15% Damage when hit (Melee): 4 acid Changes resistances: +9% blight / +5% arcane / +3% acid Changes resistances penetration: +10% arcane It can be used to blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. supercharged dwarven-steel torque of mindblast [power 265] (19 cooldown)supercharged dwarven-steel torque of mindblast [power 265] (19 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 265 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown) =heal escorts= elm totem of healing [power 116] (15 cooldown) =heal escorts=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Carlos Danger the Krog Annihilator level 16
26th Dusk 122nd year of Ascendancy at 00:45 see stats
By Carlos Danger the Krog Annihilator level 13
2nd Dusk 122nd year of Ascendancy at 02:52 see stats
By Carlos Danger the Krog Annihilator level 20
3rd Haze 122nd year of Ascendancy at 02:52 see stats
By Carlos Danger the Krog Annihilator level 10
9th Mirth 122nd year of Ascendancy at 03:36 see stats
By Carlos Danger the Krog Annihilator level 20
1st Haze 122nd year of Ascendancy at 05:22 see stats
By Carlos Danger the Krog Annihilator level 21
15th Haze 122nd year of Ascendancy at 09:51 see stats
By Carlos Danger the Krog Annihilator level 18
77th Dusk 122nd year of Ascendancy at 00:15 see stats
By Carlos Danger the Krog Annihilator level 6
3rd Mirth 122nd year of Ascendancy at 17:15 see stats
By Carlos Danger the Krog Annihilator level 17
45th Dusk 122nd year of Ascendancy at 20:12 see stats
By Carlos Danger the Krog Annihilator level 17
45th Dusk 122nd year of Ascendancy at 04:38 see stats
By Carlos Danger the Krog Annihilator level 22
20th Haze 122nd year of Ascendancy at 09:18 see stats
By Carlos Danger the Krog Annihilator level 16
16th Dusk 122nd year of Ascendancy at 14:43 see stats
Log
You have been interrupted!
You feel the ground shaking from the west.
Carlos Danger uses Dig.
Digging starts...
Carlos Danger starts suffocating to death!
Dug for 1 turns (stop reason: detrimental status effect).
You have been interrupted!
Carlos Danger is suffocating.
Talent Steamgun Turret is ready to use.
Exoskeleton hits Carlos Danger for (57 exoskeleton) damage.
Talent Overclock is ready to use.
Talent Rocket Boots is ready to use.
Exoskeleton hits Carlos Danger for (72 exoskeleton) damage.
Carlos Danger uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
Exoskeleton hits Carlos Danger for (72 exoskeleton) damage.
Exoskeleton hits Carlos Danger for (10 exoskeleton) damage.
Carlos Danger activates Rocket Boots.
Carlos Danger uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
Exoskeleton hits Carlos Danger for (10 exoskeleton) damage.
Carlos Danger the level 23 krog annihilator suffocated to death on level 1 of Sandworm lair.
Carlos Danger deactivates Rocket Boots.