Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.6.6Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.7Official 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:
Thick Tactical Borders 1.0.1This is a simple mod that removes the tactical border from normal monsters and makes the named/boss monster borders slightly easier to see. This will only effect ascii mode. Embers of Rage 1.6.7Official 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:
Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.6.7Official 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 | Male |
Race | Skeleton |
Class | Annihilator |
Level / Exp | 26 / 18% |
Size | medium |
Lifes / Deaths | Killed by Mayuthra the vampire at level 26 on the 31st Haze 122nd year of Ascendancy at 05:55 / 1 |
Primary Stats
Strength | 34 (base 16) |
Dexterity | 68 (base 46) |
Constitution | 11 (base 10) |
Magic | 22 (base 10) |
Willpower | 16 (base 10) |
Cunning | 59 (base 55) |
Resources
Life | -28/593 |
Mana | 0/160 |
Steam | 98/100 |
Healing Factor | 0.40146911099946 |
Regeneration | 6.8319612600869 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +90.909090909091% |
Vision
Sight | 10 |
Lite | 16 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 52 |
Accuracy | 65 |
Crit Chance | 27% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 23 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
Mind | +15% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 53.112838763608 (78.924731182796%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 18 |
Physical Save | 29 |
Spell Save | 17 |
Mental Save | 36 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 22%( 70%) |
All | + 4%( 70%) |
Lightning | + 36%( 70%) |
Physical | + 9%( 70%) |
Fire | + 18%( 70%) |
Darkness | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 45% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Silence Resistance | 21% |
Bleed Resistance | 100% |
Disarm Resistance | 49% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Implants | Effective talent level: 1.3 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 7.6 steam per turn. Can be activated for an instant burst of 38 steam. |
Implants | Effective talent level: 1.3 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 152% efficiency and cooldown mod of 65%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.3 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 150% efficiency and cooldown mod of 58%. |
Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.9 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Magnetism | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Demolition | 1.60 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.60 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gadgets | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.60 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.50 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Exoskeleton |
talent | Premonition |
detrimental effect | The target is on fire, taking 13.21 fire damage per turn. Burning |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
beneficial effect | Storing damage to unleash as a powerful lightning bolt (225/225). Capacitor Discharge |
beneficial effect | Reduces blight damage received by 14%. Premonition Shield |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target has 10 increased life regeneration. Recovery |
detrimental effect | The target is infected by a disease, reducing its constitution by 4 and doing 31.02 blight damage per turn. Rotting Disease |
detrimental effect | The target is infected by a disease, doing 23.56 blight damage per turn and reducing healing received by 66%. EpidemicEach non-disease blight damage done to it will spread the disease. |
detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 27% and slowing it by -10% Overwhelming Fear |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by barrow wight. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by greater shivgoroth. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Melee Ret 2 fire 2 arcane 4 nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +23% Stun/Frz- +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target While equipped: ---------- misc Talents +3 Explosive Shell These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +2 Resists +9% lightning +15% fire +9% darkness +1% physical ---------- misc Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Acc +25 (+6 eff.) ----- def ----- Armour +11 Defense +6 (+3 eff.) Fatigue +3% Resists +4% physical +3% cold +5% arcane +4% all Phys.save +8 (+4 eff.) Heal.mod +5% Disarm- +20% ---------- misc Light +7 A cap made of leather. |
On hands | ![]() 1.5 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Acc +6 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +29% 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 | ![]() 2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 103 for 5 turns Puts all charms on 28 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+3 eff.) HP.reg +1.00 Stun/Frz- +22% Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+3 eff.) Res.pen +15% mind ----- def ----- Resists +9% acid Mind.save +6 (+3 eff.) Max.HP +60.00 Blind- +20% Confus- +12% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets can have magical properties. |
In main hand | ![]() 4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +21 Crit +12.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +12 arcane Uses 2.0 Steam While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +2.0% Steampwr +6 (+2 eff.) S.pwr/crit +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 T3 shield armor [Rare] Master When used to Attack: Power 136% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +121 On Hit.r1 +12 arcane While equipped: Stats +5 Con dps ---------- Crit.mult +20.00% Mind.pwr +10 (+4 eff.) Res.pen +10% arcane Melee Ret 8 mind ----- def ----- Armour +11 Fatigue +8% Resists +5% arcane Phys.save +10 (+5 eff.) ---------- misc Max.psi +30.00 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +24% lightning Stun/Frz- +40% A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% A suit of armour made of mail. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Crit.mult +15.00% Res.pen +20% fire ----- def ----- Phys.save +12 (+6 eff.) Spell.save +14 (+8 eff.) Mind.save +12 (+5 eff.) ---------- misc Stam/turn +1.00 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Str +2 Dex +3 Mag ----- def ----- Defense +10 (+5 eff.) Resists +1% physical Amulets can have magical properties. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 152% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +8 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Res.pen +15% cold Acc +12 (+3 eff.) Melee Ret 4 arcane 8 cold Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Normal] Power 143% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Normal] Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 mace 1H weapon [Rare] Psionic Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 mind On Hit: * 16% chance to reduce all saves and defense by 25 While equipped: Stats +2 Str +3 Wil +3 Cun dps ---------- Apr +5 ----- def ----- Resists +9% blight Phys.save +9 (+4 eff.) ---------- misc Max.stam +30.00 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 135% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 cold Blunt and deadly. |
![]() 1.5 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% 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. |
![]() 14.0 T3 heavy armor [Ego++] Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +12 Defense +10 (+5 eff.) Fatigue +12% Mind.save +26 (+10 eff.) A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs - Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent frost salve [power 14] potent frost salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 190] potent healing salve [power 190]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 190 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent water salve [power 14] potent water salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo [Ego] Arcane Power 121% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 On Crit: * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Normal] Power 141% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Fury's Bones the Skeleton Annihilator level 21
57th Dusk 122nd year of Ascendancy at 19:58 see stats
By Fury's Bones the Skeleton Annihilator level 18
46th Dusk 122nd year of Ascendancy at 15:00 see stats
By Fury's Bones the Skeleton Annihilator level 24
19th Haze 122nd year of Ascendancy at 10:52 see stats
By Fury's Bones the Skeleton Annihilator level 21
52nd Dusk 122nd year of Ascendancy at 02:29 see stats
By Fury's Bones the Skeleton Annihilator level 10
4th Dusk 122nd year of Ascendancy at 06:31 see stats
By Fury's Bones the Skeleton Annihilator level 20
50th Dusk 122nd year of Ascendancy at 09:41 see stats
By Fury's Bones the Skeleton Annihilator level 5
2nd Mirth 122nd year of Ascendancy at 21:16 see stats
By Fury's Bones the Skeleton Annihilator level 8
2nd Summertide 122nd year of Ascendancy at 10:25 see stats
By Fury's Bones the Skeleton Annihilator level 16
37th Dusk 122nd year of Ascendancy at 14:03 see stats
Log
Mecharachnid (servant of Fury's Bones) is on fire!
Mecharachnid (servant of Fury's Bones) resists the stunning blow!
Mayuthra the vampire leeches life from mecharachnid (servant of Fury's Bones)!
mecharachnid (servant of Fury's Bones) hits Mayuthra the vampire for 11 healing, 1 healing (0 total damage) [12 healing].
Mayuthra the vampire hits mecharachnid (servant of Fury's Bones) for 91 physical, 8 blight, 9 fire (108 total damage).
Burning from Mayuthra the vampire hits mecharachnid (servant of Fury's Bones) for 3 fire damage.
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mecharachnid (servant of Fury's Bones) hits Mayuthra the vampire for 1 physical damage.
Mecharachnid (servant of Fury's Bones) speeds up.
Mayuthra the vampire leeches life from mecharachnid (servant of Fury's Bones)!
Mayuthra the vampire receives 18 healing from mecharachnid (servant of Fury's Bones).
Mayuthra the vampire hits mecharachnid (servant of Fury's Bones) for 127 physical, 8 blight, 9 fire (144 total damage).
Talent Gauss Cannon is ready to use.
Burning from Mayuthra the vampire hits mecharachnid (servant of Fury's Bones) for 6 fire damage.
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mecharachnid (servant of Fury's Bones) hits Mayuthra the vampire for 1 physical damage.
Character control switched to Fury's Bones.
Mayuthra the vampire hits Mecharachnid (servant of Fury's Bones) for 140 physical damage.
Fury's Bones the level 26 skeleton annihilator was ground to death by Mayuthra the vampire on level 6 of Dreadfell.
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Fury's Bones's shakes the fear off.
Fury's Bones is free from the epidemic.
Fury's Bones has finished recovering.
Fury's Bones deactivates Premonition.
Fury's Bones is free from the rotting disease.
Fury's Bones deactivates Exoskeleton.
Fury's Bones stops burning.
The protective shield of Fury's Bones disappears.