








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Artificer |
Level / Exp | 12 / 30% |
Size | medium |
Lifes / Deaths | Killed by sun-mage recruit at level 12 on the 23rd Retaking 124th year of Ascendancy at 18:25 / 1 |
Primary Stats
Strength | 20 (base 15) |
Dexterity | 15 (base 11) |
Constitution | 14 (base 11) |
Magic | 12 (base 11) |
Willpower | 12 (base 11) |
Cunning | 29 (base 28) |
Resources
Life | -39/256 |
Steam | 100/100 |
Healing Factor | 1.0372895330003 |
Regeneration | 0.25932238325009 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Barehand
Damage | 14 |
Accuracy | 25 |
Crit Chance | 7% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Fire | +11% |
Defense: Base
Armour (hardiness) | 29.551211628464 (93.607947236566%) |
Defense | 5 |
Ranged Defense | 5 |
Fatigue | 28 |
Physical Save | 11 |
Spell Save | 8 |
Mental Save | 14 |
Defense: Resistances
Lightning | + 7%( 70%) |
Temporal | + 6%( 70%) |
Fire | + 27%( 70%) |
Cold | + 14%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cunning / Armorsmithing | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Imbuing | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Accessory crafting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Toolsmithing | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Weaponsmithing | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Inventory management | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. | active |
Equipment
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Activation puts all charms on cooldown for 9 turns. Crafted by: Mishra Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
Main armor | ![]() Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +14 Armour Hardiness: +20% Fatigue: +27% Crafted by: Mishra A suit of armour made of metal plates. |
On hands | ![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Talent granted: +2 Toxic Cannister Launcher When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Crafted by: Mishra Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Light radius: +3 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. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +2 (+2 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +7% lightning / +6% temporal A cap made of leather. |
Inventory
![]() wild infusion of the wizard (res 18%; magical; dur 4; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 86 damage for 3 turns. Its effects scale with your Magic 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
![]() vined mindstar of clarity (5-6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +3 (+3 eff.) Maximum psi: +16.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() slime-covered steel steamsaw of temporal resistance (+11%) (15-22 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 15.0 - 22.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +23 On weapon hit: * 6% chance to slow global speed by 39% Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes resistances: +11% temporal Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() thought-forged steel steamsaw of fire resistance (+15%) (14-20 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.5 - 20.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +22 On weapon hit: * 10% chance to reduce all saves and defense by 14 Damage (Melee): +7 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Changes stats: +1 Cun / +2 Wil Changes resistances: +15% fire Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Defense: +5 - +15 Disarm immunity: +20% - +50% Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% nature * +10% - +20% blight Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% arcane Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Physical save: +2 - +10 Spell save: +2 - +10 Mental save: +2 - +10 Equilibrium when hit: +0.50 - +2.50 Affinity: mindstar Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Mana each turn: +0.10 - +0.60 Spellpower: +8 - +18 When activated: channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on cooldown for 30 turns Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Modifies crafted object: When activated: Reveal the area around you, dispelling darkness, and detect the presence of nearby creatures for 10 turns Puts all charms on cooldown for 15 turns Affinity: wand This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 cold While equipped: Changes damage: * +8% - +22% cold Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% cold Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Modifies crafted object: When activated: Fire a magical bolt dealing damage Puts all charms on cooldown for 15 turns Affinity: wand This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 nature Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 fire While equipped: Changes damage: * +8% - +22% fire Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +15% - +45% cold Changes damage: * +10% - +30% cold Affinity: robes Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Life regen: +0.50 - +2.00 Maximum life: +10.00 - +50.00 Affinity: mindstar Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% lightning Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 temporal While equipped: Changes resistances: * +5% - +20% temporal Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: Weapon combat: Damage against: +5% - +30% Unliving, +5% - +30% Unnatural Affinity: ammo Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Maximum life: +20.00 - +60.00 Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +25 Armour penetration: +5 - +15 Changes resistances penetration: * +5% - +15% all Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Modifies crafted object: When activated: Create a damage-absorbing shield on yourself and all friendly characters within 10 spaces Puts all charms on cooldown for 20 turns Affinity: wand This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Stamina each turn: +0.30 - +1.30 Maximum stamina: +10.00 - +40.00 Affinity: feet Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 10 - 30 cold While equipped: Changes stats: * +1 - +6 Wil Changes resistances: * +10% - +20% cold On shield block: * Deals 58 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Affinity: shield Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Armour: +2 - +12 Armour Hardiness: +2% - +12% Physical save: +2 - +12 Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 darkness Damage against: +5% - +20% Living Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour: +5 - +20 Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +5% - +15% cold * +5% - +15% fire Affinity: head Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Modifies crafted object: Extra effect(s) when activated: * increase all damage by 10% - 30% for 2 turns Affinity: charm Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% light * +10% - +20% darkness Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Block value: +20 - +100 While equipped: Armour: +1 - +11 Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Mana each turn: +0.10 - +0.40 Maximum mana: +30.00 - +100.00 Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Physical save: +10 - +25 Affinity: head Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Spellpower on spell critical (stacks up to 3 times): +2 - +12 Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 120 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Armour: +4 Fatigue: +1% Damage when hit (Melee): 10 physical Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mishra the Cornac Artificer level 10
19th Retaking 124th year of Ascendancy at 16:16 see stats
Log
Resting starts...
Talent Bandolier Slot 3 is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
You pickup 0.60 gold pieces.
Ran for 15 turns (stop reason: at door).
Ran for 1 turns (stop reason: hostile spotted to the north (sunwall guard)).
Mishra activates her steel torque of mindblast (bandolier 1)!
Sunwall archer is silenced!
Mishra hits Sunwall archer for 155 mind damage.
Sunwall archer shoots!
Mishra activates her ash totem of stinging (bandolier 2)!
Sunwall archer is poisoned!
Mishra hits Sunwall archer for 28 nature damage.
Sunwall archer's Shoot hits Mishra for 19 physical, 9 cold (28 total damage).
Sunwall archer shoots!
Insidious Poison from Mishra hits Sunwall archer for 28 nature damage.
Mishra activates her ash wand of conjuration (bandolier 3)!
Mishra hits Sunwall guard for 189 fire damage.
Sunwall archer's Shoot hits Mishra for 25 physical, 9 cold (34 total damage).
Sunwall archer shoots!
Insidious Poison from Mishra hits Sunwall archer for 28 nature damage.
Something hits Mishra for 93 light damage.
Sun-mage recruit's light area effect hits Mishra for 47 light damage.
Something hits Mishra for 93 light damage.
Mishra the level 12 cornac artificer was sun baked to death by a sun-mage recruit on level 2 of Sunwall Outpost.