Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Items Vault 1.4.8Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. ZOmnibus Addon Pack 1.4.0Combines 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: Embers of Rage 1.4.4Official 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:
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Maj'Eyal Whitehoof |
Class | Sawbutcher |
Level / Exp | 7 / 70% |
Size | medium |
Lifes / Deaths | Killed by The Shade at level 7 on the 2nd Mirth 122nd year of Ascendancy at 09:21 / 1 |
Primary Stats
Strength | 42 (base 27) |
Dexterity | 11 (base 10) |
Constitution | 17 (base 11) |
Magic | 22 (base 10) |
Willpower | 11 (base 10) |
Cunning | 21 (base 16) |
Resources
Life | -12/254 |
Healing Factor | 1.1 |
Regeneration | 0.275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 1 |
Offense: Mainhand
Damage | 57 |
Accuracy | 18 |
Crit Chance | 5% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 18 |
Crit Chance | 5% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 4% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 30.73 (48.103448275862%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 25 |
Physical Save | 23 |
Spell Save | 11 |
Mental Save | 11 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (3/3)
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%. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Grinding Shield |
talent | Overheat Saws |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 83 HP on the iceblock remaining. Frozen |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | [vs. miner's pair of iron boots (0 def, 7 armour) (On feet)] miner's pair of iron boots (0 def, 7 armour)miner's pair of iron boots (0 def, 7 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 (-) Fatigue: +2% (-) Infravision radius: +1 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+2 eff.) (-) These gloves are coated with a thick, green liquid. |
On head | [vs. Tarryfast the Chargeblight (0 def, 3 armour) (On head)] Tarryfast the Chargeblight (0 def, 3 armour)Tarryfast the Chargeblight (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes stats: +2(-) Dex / +4(-) Con Changes resistances: +6%(-) lightning / +16%(-) fire / +5%(-) arcane / +7%(-) cold A cap made of leather. |
On fingers | [vs. warrior's copper ring (On fingers)] warrior's copper ringwarrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 (-) Changes stats: +2(-) Str Rings can have magical properties. |
In main hand | [vs. iron steamsaw of massacre (17.5-26.25 power, 0 apr) (In main hand, 1 of 2)] iron steamsaw of massacre (17.5-26.25 power, 0 apr)iron steamsaw of massacre (17.5-26.25 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 17.5 - 26.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Physical crit. chance: +1.5% (-) Attack speed: 100% (-) Block value: +10 (-) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-) Defense: +2 (+0 eff.) (-) Fatigue: +4% (-) Talents granted: +1.00(-) Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
Light source | [vs. survivor's brass lantern (Light source)] survivor's brass lanternsurvivor's brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) (-) Light radius: +2 (-) Healing mod.: +10% (-) 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. |
In off hand | [vs. iron steamsaw of massacre (17.5-26.25 power, 0 apr) (In main hand, 1 of 2)] hateful iron steamsaw of cold resistance (+16%) (9.5-14.25 power, 0 apr)hateful iron steamsaw of cold resistance (+16%) (9.5-14.25 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 9.5 - 14.3(-8.0 - -12.0) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Physical crit. chance: +1.5% (-) Attack speed: 100% (-) Block value: +14 (+3) Damage (Melee): +5 darkness Damage against: +5% Living Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-) Defense: +2 (+0 eff.) (-) Fatigue: +4% (-) Changes resistances: +16% cold Talents granted: +1.00(-) Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
Cloak | [vs. thick linen cloak (1 def, 6 armour) (Cloak)] thick linen cloak (1 def, 6 armour)thick linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+0 eff.) (-) Changes resistances: +10%(-) cold 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. iron mail armour (2 def, 4 armour) (Main armor)] iron mail armour (2 def, 4 armour)iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+0 eff.) (-) Fatigue: +12% (-) A suit of armour made of mail. |
Inventory
[vs. Implant: Steam Generator (on body)] steam generator implant (steam 5)steam generator implant (steam 5) 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: 31(-1) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.7(-0.3) steam per turn. Can be activated for an instant burst of 24(-2) steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)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: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. iron steamsaw of massacre (17.5-26.25 power, 0 apr) (In main hand)] earthen elm starstaff (10-12 power, 2 apr, temporal element)This item will automatically be transmogrified when you leave the level. earthen elm starstaff (10-12 power, 2 apr, temporal element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-7.5 - -14.3) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Block value: +0 (-10) Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +2 (-) Armour Hardiness: +3% Defense: +0 (+0 eff.) (-2 (+0 eff.)) Fatigue: +0% (-4%) Changes damage: +10% temporal Talents granted: +1 Command Staff +0(+-1) Block Physical save: +3 (+1 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
[vs. iron steamsaw of massacre (17.5-26.25 power, 0 apr) (In main hand)] elm magestaff (10-12 power, 2 apr, arcane element)This item will automatically be transmogrified when you leave the level. elm magestaff (10-12 power, 2 apr, arcane element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-7.5 - -14.3) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) Block value: +0 (-10) Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (+0 eff.)) Fatigue: +0% (-4%) Changes damage: +10% arcane Talents granted: +1 Command Staff +0(+-1) Block Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
[vs. iron steamsaw of massacre (17.5-26.25 power, 0 apr) (In main hand, 1 of 2)] iron steamsaw (10.5-15.75 power, 0 apr)iron steamsaw (10.5-15.75 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.5 - 15.8(-7.0 - -10.5) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Physical crit. chance: +1.5% (-) Attack speed: 100% (-) Block value: +10 (-1) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-) Defense: +2 (+0 eff.) (-) Fatigue: +4% (-) Talents granted: +1.00(-) Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. iron steamsaw of massacre (17.5-26.25 power, 0 apr) (In main hand, 1 of 2)] iron steamsaw (11.5-17.25 power, 0 apr)iron steamsaw (11.5-17.25 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 11.5 - 17.3(-6.0 - -9.0) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Physical crit. chance: +1.5% (-) Attack speed: 100% (-) Block value: +10 (-1) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-) Defense: +2 (+0 eff.) (-) Fatigue: +4% (-) Talents granted: +1.00(-) Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. iron steamsaw of massacre (17.5-26.25 power, 0 apr) (In main hand)] elm longbow of lightningThis item will automatically be transmogrified when you leave the level. elm longbow of lightning Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Physical crit. chance: +0.0% (-1.5%) Attack speed: 125% (+25%) Block value: +0 (-10) Firing range: +6 Damage (Ranged): +6 lightning Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (+0 eff.)) Fatigue: +0% (-4%) Changes damage: +10% lightning Talent granted: +0(+-1) Block Longbows are used to shoot arrows at your foes. |
[vs. hateful iron steamsaw of cold resistance (+16%) (9.5-14.25 power, 0 apr) (In off hand)] shocking iron shield (4 def, 2 armour, 20.5 block)This item will automatically be transmogrified when you leave the level. shocking iron shield (4 def, 2 armour, 20.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 Physical crit. chance: +0.0% (-1.5%) Attack speed: inf% (inf%) Block value: +0 (-14) Damage (Melee): +0(-5) darkness Damage against: +0% (-5% )Living Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +2 (-) Defense: +4 (+0 eff.) (+2 (+0 eff.)) Ranged Defense: +4 (+0 eff.) Fatigue: +6% (+2%) Damage (Melee): 5 lightning Damage when hit (Melee): 11 lightning Changes resistances: +0%(-16%) cold Talents granted: +1.00(-) Block Handheld deflection devices. |
[vs. miner's pair of iron boots (0 def, 7 armour) (On feet)] pair of iron boots (0 def, 3 armour)pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-4) Fatigue: +2% (-) Infravision radius: +0 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)] restful rough leather gloves of dexterity (+2) (0 def, 1 armour)restful rough leather gloves of dexterity (+2) (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Changes stats: +2 Dex / +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +14.00 Mindpower: +0 (+0 eff.) (-2 (-2 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)] iron gauntlets (0 def, 1 armour)iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-2 eff.)) Metal gloves protecting the hands up to the middle of the lower arm. |
agate 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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. |
[vs. survivor's brass lantern (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Light radius: +2 (-) Healing mod.: +0% (-10%) 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. |
[vs. survivor's brass lantern (Light source)] brass lantern of healthThis item will automatically be transmogrified when you leave the level. brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum life: +40.00 Light radius: +2 (-) Healing mod.: +0% (-10%) 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. |
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), 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 frost salve [power 10] simple frost salve [power 10]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 116] simple healing salve [power 116]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 116, putting 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), 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) 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
By EDF the Maj'Eyal Whitehoof Sawbutcher level 6
77th Pyre 122nd year of Ascendancy at 18:17 see stats
Log
EDF hits The Shade for 68 physical, 12 fire (81 total damage).
The Shade casts Freeze.
EDF is encased in ice!
Burning from EDF hits The Shade for 4 fire damage.
The Shade hits EDF for 83 cold damage.
Burning from EDF hits Iceblock for 5 fire damage.
The Shade hits EDF for (5 to ice), 6 physical (6 total damage).
EDF hits Iceblock for 34 physical, 13 fire, 19 physical, 5 darkness, 13 fire (83 total damage).
The Shade casts Manathrust.
Burning from EDF hits Iceblock for 5 fire damage.
The Shade hits EDF for (39 to ice), 50 arcane (50 total damage).
Talent Saw Wheels is ready to use.
The Shade stops burning.
The Shade hits EDF for (4 to ice), 5 physical (5 total damage).
EDF misses EDF.
EDF hits Iceblock for 38 physical, 13 fire (51 total damage).
The Shade activates his dark staff!
The Shade hits EDF for (29 to ice), 38 physical (38 total damage).
EDF hits Iceblock for 37 physical, 13 fire, 13 physical, 5 darkness, 13 fire (80 total damage).
The Shade hits EDF for (4 to ice), 5 physical (5 total damage).
simple healing salve [power 116] is still recharging.
EDF hits Iceblock for 37 physical, 13 fire, 17 physical, 5 darkness, 13 fire (84 total damage).
The Shade casts Manathrust.
Saving game...