















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Ashes of Urh'Rok 1.5.0Official 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:
Embers of Rage 1.5.0Official 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:
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 | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 25 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Glidathra the ancient elven mummy at level 23 on the 52nd Haze 122nd year of Ascendancy at 07:32 0 / 7Killed by Genne the elven mage at level 24 on the 75th Haze 122nd year of Ascendancy at 04:51 Killed by Glorena the elven cultist at level 24 on the 75th Haze 122nd year of Ascendancy at 06:09 Killed by Glorena the elven cultist at level 24 on the 75th Haze 122nd year of Ascendancy at 09:08 Killed by Genne the elven mage at level 25 on the 75th Haze 122nd year of Ascendancy at 13:38 Killed by Genne the elven mage at level 25 on the 75th Haze 122nd year of Ascendancy at 16:25 Killed by Genne the elven mage at level 25 on the 75th Haze 122nd year of Ascendancy at 17:24 |
Primary Stats
| Strength | 6.6852904255702 (base 12) |
| Dexterity | 36 (base 31) |
| Constitution | 7 (base 25) |
| Magic | 1 (base 12) |
| Willpower | 2 (base 12) |
| Cunning | 58 (base 55) |
Resources
| Life | -20/583 |
| Steam | 71/100 |
| Stamina | 130/130 |
| Psi | 82/82 |
| Healing Factor | 0.97457627118642 |
| Regeneration | 3.7521186440677 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 3 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 50 |
| Crit Chance | 20% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 50 |
| Crit Chance | 20% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 0 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +32% |
| Fire | +9% |
| Darkness | +12% |
| Physical | +12% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +40% |
| Light | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 25 (52.131147540984%) |
| Defense | 44 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | -5 |
| Spell Save | 21 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 14%( 70%) |
| Darkness | + 12%( 70%) |
| Fire | + 22%( 70%) |
| Mind | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 70% |
| Bleed Resistance | 100% |
| Silence Resistance | 20% |
| Fear Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 243 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 169 damage for 4 turns. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Munitions | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Avoidance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Augmentation |
| talent | Crippling Poison |
| talent | Beyond the Flesh |
| talent | Apply Poison |
| talent | Venomous Ammunition |
| talent | Numbing Poison |
| talent | Embedded Restoration Systems |
| detrimental effect | The target is on fire, taking 51.43 fire damage per turn. Burning |
| detrimental effect | The target has 9 reduced saves and defense, and 6% reduced critical chance. 3 Jinx |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is doomed to treason. Each turn they have a 29% chance to attack an adjacent creature. If no creatures are adjacent they will attack themself. Prophecy of Treason |
| beneficial effect | You lay moss where you walk. Moss Tread |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is infected by a disease, reducing its strength by 10 and doing 39.28 blight damage per turn. Weakness Disease |
| beneficial effect | The target is recovering 18 life each turn. Recovery |
| detrimental effect | The target is being driven mad by the void, taking 55.40 darkness damage per turn and reducing all powers by 38. Dark Whispers |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 20. Atrophy |
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 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 +1. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)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 |
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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 49. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed orc heart. * You've found the needed pouch of bone giant dust. | 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 within2 lumberjacks have died. | 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 |
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
| Psionic focus | mighty dwarven-steel steamgun of recursion Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Burst (radius 1) on hit: +60 20% chance of physical repulsion Damage conversion: 28% temporal Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +3 Str Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Quiver | pouch of iron shots 'Barksweeper' (41/56, 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 Uses stat: 99% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 56 On weapon hit: * Slows global speed by 40% Damage (Ranged): +24 fire Burst (radius 1) on hit: +4 nature When wielded/worn: Ammo reloads per turn: +1 Talent granted: +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| On hands | Managund the rough leather gloves (6 def, 7 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Talent granted: +2 Iron Grip Spell save: +30 (+15 eff.) Silence immunity: +20% Disarm immunity: +70% Knockback immunity: +10% Life regen: +1.60 Stamina each turn: +0.50 Psi each turn: +0.13 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | alchemist's lamp 'Brighthacker'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances penetration: +10% light / +20% acid Changes damage: +9% acid Maximum life: +51.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Tutar' (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +11 Armour: +4 Fatigue: +4% Changes stats: +7 Dex / +1 Wil / +7 Cun Changes resistances: +14% light / +12% darkness Mental crit. chance: +2% Light radius: +4 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | pair of iron boots 'Sootstinger' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 8 mind / 12 darkness Changes stats: +3 Str / +2 Con Changes resistances: +6% mind Changes damage: +12% darkness Talent granted: +2 Moss Tread Stealth bonus: +4 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 1 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | gold ring 'Flamerace'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 fire Changes stats: +5 Cun Changes resistances: +9% fire Changes resistances penetration: +20% acid Changes damage: +12% acid / +9% fire Rings can have magical properties. |
| On fingers | ManadragundInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -12% Changes stats: +2 Str / +4 Wil Changes resistances: +22% acid Changes damage: +11% acid / +3% mind Light radius: +2 Rings can have magical properties. |
| Around neck | Morningrage the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +10% cold / +13% fire Changes resistances penetration: +5% nature Talent mastery: +0.13 Steamtech / Psytech gunnery Light radius: +3 Amulets can have magical properties. |
| In main hand | ranger's dwarven-steel steamgun of recursion Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Burst (radius 1) on hit: +36 20% chance of physical repulsion Damage conversion: 31% temporal Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Loragadur Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% blight / +1% physical Changes damage: +12% physical Maximum life: +30.00 Slows Projectiles: +15% A belt that goes around your waist. |
| In off hand | dwarven-steel steamgun of true shot Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Burst (radius 1) on hit: +36 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +8.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | linen cloak 'Chalynarintir' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Fatigue: -4% Changes stats: +6 Str / +1 Dex / +1 Mag / +1 Cun Changes resistances: +12% lightning Stun/Freeze immunity: +20% Light radius: +2 Infravision radius: +3 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour 'Choyabers' (11 def, 11 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+3 eff.) Fatigue: +4% Changes stats: +4 Str / +2 Mag / +6 Cun Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +12 (+6 eff.) Poison immunity: +30% Disease immunity: +30% Cut immunity: +30% Life regen: +2.00 A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.Dream Malleus (56-84 power, 5 apr) Requires: - Willpower 25 - Strength 25 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 119% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% On weapon hit: * 9% chance to disease * 19% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +7 blight / +23 mind When wielded/worn: Changes stats: +6 Str / +2 Wil / +7 Cun / +2 Con Changes resistances penetration: +15% nature Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Hammer Toss +3 Dream Smith's Hammer Psi each turn: +0.10 Mindpower: +15 (+6 eff.) Mental crit. chance: +5% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
cured leather sling 'Weepprophet'Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +8 Travel speed: +200% When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +9.0% Changes stats: +2 Wil Changes resistances penetration: +10% nature Defense after a teleport: +5 Slings are used to hurl stones or metal shots at your foes. |
blazebringer's dwarven-steel steamgunRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +13 fire Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +6% fire Global speed: +2% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun of cunning (+3)Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +3 Cun Changes resistances penetration: +12% physical Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Changes resistances: +0% lightning / +0% cold / +0% nature Stun/Freeze immunity: +0% Spellpower: +5 (+0 eff.) Mindpower: +5 (+0 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+10 eff.) Spell save: +10 (+5 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level.mindwoven silk robe of lightning (+15%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +15% lightning Changes damage: +10% lightning Mental save: +23 (+11 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron helm 'Airbrand' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +2 Mag / +1 Wil / +2 Cun / +2 Con Changes resistances penetration: +15% lightning Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
180 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+6 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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. |
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. |
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. |
crude thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' When attach to an other item: Burst (radius 1) on hit: +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Three-Pistol Solution the Skeleton Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 21:04 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Three-Pistol Solution the Skeleton Adventurer level 20
45th Dusk 122nd year of Ascendancy at 19:25 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Three-Pistol Solution the Skeleton Adventurer level 22
49th Dusk 122nd year of Ascendancy at 11:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Three-Pistol Solution the Skeleton Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 21:02 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Three-Pistol Solution the Skeleton Adventurer level 20
45th Dusk 122nd year of Ascendancy at 02:16 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Three-Pistol Solution the Skeleton Adventurer level 23
31st Haze 122nd year of Ascendancy at 02:36 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Three-Pistol Solution the Skeleton Adventurer level 5
7th Mirth 122nd year of Ascendancy at 10:05 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Three-Pistol Solution the Skeleton Adventurer level 23
33rd Haze 122nd year of Ascendancy at 01:53 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Three-Pistol Solution the Skeleton Adventurer level 9
4th Flare 122nd year of Ascendancy at 08:19 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Three-Pistol Solution the Skeleton Adventurer level 23
32nd Haze 122nd year of Ascendancy at 10:15 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Three-Pistol Solution the Skeleton Adventurer level 20
46th Dusk 122nd year of Ascendancy at 09:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Three-Pistol Solution the Skeleton Adventurer level 15
31st Dusk 122nd year of Ascendancy at 03:38 see stats
Log
Genne the elven mage loses 3 health to the entropy.
Genne the elven mage is no longer poisoned.
Deadly Poison from Three-Pistol Solution hits Islira the mean looking elven guard for 46 nature damage.
Numbing Poison from Three-Pistol Solution hits Glorena the elven cultist for (7 resist armour), 0 nature (0 total damage).
Numbing Poison from Three-Pistol Solution hits Islira the mean looking elven guard for 5 nature damage.
Deadly Poison from Three-Pistol Solution hits Glorena the elven cultist for (23 resist armour), 14 nature (14 total damage).
Glorena the elven cultist's Pulse Detonator hits Three-Pistol Solution for (132 absorbed), 0 physical (0 total damage).
Weakness Disease from Glorena the elven cultist hits Islira the mean looking elven guard for 66 blight damage.
Three-Pistol Solution is not dazed anymore.
Your shield crumbles under the damage!
The shield around Three-Pistol Solution crumbles.
Weakness Disease from Glorena the elven cultist hits Three-Pistol Solution for 26 blight damage.
Burning from Islira the mean looking elven guard hits Three-Pistol Solution for (19 absorbed), 22 fire (22 total damage).
Dark Whispers from Genne the elven mage hits Three-Pistol Solution for 47 darkness damage.
Genne the elven mage casts Dark Whispers.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
Gloridhebeth the elven tempest slows down.
Genne the elven mage loses 3 health to the entropy.
Deadly Poison from Three-Pistol Solution hits Islira the mean looking elven guard for 91 nature damage.
Numbing Poison from Three-Pistol Solution hits Glorena the elven cultist for (6 resist armour), 0 nature (0 total damage).
Numbing Poison from Three-Pistol Solution hits Islira the mean looking elven guard for 11 nature damage.
Deadly Poison from Three-Pistol Solution hits Glorena the elven cultist for (23 resist armour), 9 nature (9 total damage).
Weakness Disease from Glorena the elven cultist hits Islira the mean looking elven guard for 66 blight damage.
Three-Pistol Solution is recovering from the damage!
Saving game...

















































































