















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.5.0Official Expansion!Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.5.0Official Expansion!ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.5.9Official 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 | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Gunslinger |
| Level / Exp | 14 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Test Tube Lad at level 14 on the 4th Haze 122nd year of Ascendancy at 00:54 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 47 (base 40) |
| Constitution | 18 (base 11) |
| Magic | 15 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 37 (base 30) |
Resources
| Life | -22/324 |
| Steam | 51/100 |
| Healing Factor | 1.363829787234 |
| Regeneration | 71.887468085106 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 53 |
| Crit Chance | 14% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 53 |
| Crit Chance | 14% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Lightning | +21% |
| Mind | +3% |
| Physical | +9% |
Defense: Base
| Armour (hardiness) | 11 (64.692942254812%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 12 |
| Spell Save | 24 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 6%( 70%) |
| Darkness | + 6%( 70%) |
| Blight | + 25%( 70%) |
| Cold | + 36%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 5% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Cloak Tessellation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 40%) Suffocating |
| beneficial effect | A flow of life spins around the target, regenerating 51.36 life per turn. Regeneration |
Quests
You failed to protect the injured seer from death by greater shivgoroth. Escort: injured seer (level 3 of Norgos Lair) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +2. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' | 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 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. insulating pair of rough leather boots (0 def, 1 armour) (On feet)]insulating pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes resistances: +6%(-) cold / +5%(-) fire A pair of boots made of leather. |
| Quiver | [vs. hateful pouch of steel shots (21/21, 19-22.8 power, 2 apr) (Quiver)]hateful pouch of steel shots (21/21, 19-22.8 power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +4.5% (-) Capacity: 21 (-) Damage (Ranged): +6(-) darkness Damage against: +8% (-)Living Shots are used with slings to pummel your foes to death. |
| Light source | [vs. brass lantern of health (Light source)]brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) Light radius: +2 (-) 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 | [vs. Shockbringer (0 def, 5 armour) (On head)]Shockbringer (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 (-) Armour: +5 (-) Fatigue: +5% (-) Changes stats: +4(-) Dex / +4(-) Cun / +5(-) Con Changes resistances: +7%(-) acid / +8%(-) fire / +10%(-) cold / +9%(-) lightning Changes damage: +21%(-) lightning Life regen: +0.60 (-) A cap made of leather. |
| On hands | [vs. blighted rough leather gloves (0 def, 1 armour) (On hands)]blighted rough leather gloves (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 5(-) blight Changes resistances: +5%(-) blight Changes damage: +4%(-) blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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 | [vs. marksman's copper ring (On fingers)]marksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Changes stats: +3(-) Dex Rings can have magical properties. |
| Around neck | [vs. grounding copper amulet of cunning (+3) (Around neck)]grounding copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Cun Changes resistances: +11%(-) lightning Stun/Freeze immunity: +21% (-) Amulets can have magical properties. |
| In main hand | [vs. Guna (In main hand, 1 of 2)]Guna Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (-) Attack speed: 100% (-) Firing range: +6 (-) When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% (-) Attacks use: 2.0(-) Steam When wielded/worn: Changes resistances: +6%(-) lightning / +6%(-) light / +6%(-) darkness Changes damage: +3%(-) mind Disarm immunity: +5% (-) Life regen: +0.50 (-) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In off hand | [vs. Guna (In main hand, 1 of 2)]Flashpoint Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (-) Attack speed: 100% (-) Dam. multiplier: 100% Firing range: +5 (-1) When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% (-) Attacks use: 2.0(-) Steam When wielded/worn: Damage (Ranged): 10 fire burn Changes resistances: +0%(-6%) lightning / +0%(-6%) light / +0%(-6%) darkness Changes damage: +0%(-3%) mind Disarm immunity: +0% (-5%) Life regen: +0.00 (-0.50) "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" Tap to cycle through comparison choices |
| Cloak | [vs. Beladheba (2 def, 0 armour) (Cloak)]Beladheba (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 (-) Defense: +2 (+0 eff.) (-) Changes stats: +2(-) Str / +5(-) Mag / +4(-) Wil / +2(-) Con Changes damage: +6%(-) blight / +9%(-) physical Spell save: +17 (+12 eff.) (-) Maximum life: +10.00 (-) Maximum mana: +103.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. spiked cured leather armour (2 def, 4 armour) (Main armor)]spiked cured leather armour (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +2 (+0 eff.) (-) Fatigue: +7% (-) Damage when hit (Melee): 10(-) physical A suit of armour made of leather. |
Inventory
[vs. Implant: Steam Generator (on body)]This item will automatically be transmogrified when you leave the level. steam generator implant (steam 4) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24(-8) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0(-1.0) steam per turn. Can be activated for an instant burst of 20(-5) steam. 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.phase door rune of the titan (range 8; power 28; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Guna (In main hand)]This item will automatically be transmogrified when you leave the level. steel greatmaul (27-40.5 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5(+27.0 - +40.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-3) Crit. chance: +1.0% Attack speed: 100% (-) Firing range: +0 (-6) When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes resistances: +0%(-6%) lightning / +0%(-6%) light / +0%(-6%) darkness Changes damage: +0%(-3%) mind Disarm immunity: +0% (-5%) Life regen: +0.00 (-0.50) Massive two-handed mauls. |
[vs. hateful pouch of steel shots (21/21, 19-22.8 power, 2 apr) (Quiver)]high-capacity pouch of iron shots (38/38, 15-18 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0(-4.0 - -4.8) Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-1) Crit. chance: +4.0% (-0.5%) Capacity: 38 (17) Damage (Ranged): +0(-6) darkness Damage against: +0% (-8% )Living When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
[vs. spiked cured leather armour (2 def, 4 armour) (Main armor)]rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-2) Defense: +1 (+0 eff.) (-1 (+0 eff.)) Fatigue: +6% (-1%) Damage when hit (Melee): 0(-10) physical A suit of armour made of leather. |
[vs. Shockbringer (0 def, 5 armour) (On head)]bladed rough leather hat of knowledge (0 def, 1 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-6) Armour: +1 (-4) Fatigue: +1% (-4%) Damage when hit (Melee): 6 physical Changes stats: +3 Str / +0(-4) Dex / +3 Wil / +2(-2) Cun / +0(-5) Con Changes resistances: +0%(-7%) acid / +0%(-8%) fire / +0%(-10%) cold / +0%(-9%) lightning Changes damage: +0%(-21%) lightning Life regen: +0.00 (-0.60) Mindpower: +4 (+2 eff.) 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 37.8 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
[vs. Shockbringer (0 def, 5 armour) (On head)]stabilizing rough leather cap of strength (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-6) Armour: +1 (-4) Fatigue: +1% (-4%) Changes stats: +2 Str / +0(-4) Dex / +0(-4) Cun / +0(-5) Con Changes resistances: +0%(-7%) acid / +0%(-8%) fire / +0%(-10%) cold / +0%(-9%) lightning Changes damage: +0%(-21%) lightning Physical save: +12 (+10 eff.) Life regen: +0.00 (-0.60) A cap made of leather. |
8 agate0.00 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. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 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. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 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. |
aquamarine0.00 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. |
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), costing 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. |
simple healing salve [power 122] simple healing salve [power 122]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 122, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
[vs. Prox's Lucky Halfling Foot (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Defense: +0 (+0 eff.) (-5 (-2 eff.)) Damage when hit (Melee): 15 blight Changes stats: +0(-5) Lck Changes damage: +4% blight Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Prox's Lucky Halfling Foot (Tool)]miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +1 Str / +0(-5) Lck Trap disarming bonus: +0 (-5) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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), costing 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. |
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, costing 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. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Test Tube Lad the Cornac Gunslinger level 13
60th Dusk 122nd year of Ascendancy at 15:20 see stats
Level 10 (Roguelike)
Got a character to level 10.By Test Tube Lad the Cornac Gunslinger level 10
3rd Summertide 122nd year of Ascendancy at 08:23 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Test Tube Lad the Cornac Gunslinger level 13
7th Dusk 122nd year of Ascendancy at 02:00 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Test Tube Lad the Cornac Gunslinger level 13
3rd Dusk 122nd year of Ascendancy at 04:41 see stats
Log
Ran for 2 turns (stop reason: suffocating).
Unstable sand tunnel hits Test Tube Lad for (14 resist armour), 75 physical (75 total damage).
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Ran for 2 turns (stop reason: suffocating).
Unstable sand tunnel hits Test Tube Lad for (14 resist armour), 38 physical (38 total damage).
Test Tube Lad receives 167 healing.
The unstable sand tunnel collapses!
You don't see how to get there...
You don't see how to get there...
Test Tube Lad strafes with his steamguns!
Test Tube Lad strafes with his steamguns!
Test Tube Lad starts suffocating to death!
Test Tube Lad is suffocating.
Test Tube Lad reloads.
Test Tube Lad receives 167 healing.
Test Tube Lad uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
Test Tube Lad uses Infusion: Regeneration.
Test Tube Lad starts regenerating health quickly.
Saving game...















































































