















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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.] Items Vault 1.5.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
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 | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Gunslinger |
| Level / Exp | 9 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Iserinn the large brown snake at level 9 on the 6th Flare 122nd year of Ascendancy at 11:25 / 1 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 39 (base 26) |
| Constitution | 11 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 24 (base 23) |
Resources
| Life | -20/203 |
| Steam | 56/100 |
| Healing Factor | 1.0082872928177 |
| Regeneration | 0.25207182320442 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 5 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 32 |
| Crit Chance | 8% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 32 |
| Crit Chance | 8% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| Mind | +6% |
| Cold | +3% |
Offense: Damage Penetration
| Mind | +20% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 4.8776213763006 (30%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 8 |
| Mental Save | 12 |
Defense: Resistances
| Darkness | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | + 12%( 70%) |
| Cold | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
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 / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Cloak Tessellation |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The target has been dominated. It is unable to move and has lost 6 armor and 9 defense. Attacks from Iserinn the large brown snake gain 32% damage penetration. Dominated |
| detrimental effect | Reduces global action speed by 30%. Slow |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +1. | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | [vs. traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)]traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -3% (-) Maximum encumbrance: +21 (-) Physical save: +6 (+6 eff.) (-) Stamina each turn: +0.30 (-) Maximum stamina: +13.00 (-) A pair of boots made of leather. |
| Quiver | [vs. deadly pouch of iron shots (9/17, 20.5-24.6 power, 1 apr) (Quiver)]deadly pouch of iron shots (9/17, 20.5-24.6 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-) Crit. chance: +4.0% (-) Capacity: 17 (-) Shots are used with slings to pummel your foes to death. |
| On hands | [vs. polar rough leather gloves of dexterity (+2) (0 def, 1 armour) (On hands)]polar rough leather gloves of dexterity (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) (-) Armour: +1 (-) Damage (Melee): 5(-) cold Changes stats: +2(-) Dex Changes resistances: +5%(-) cold Changes damage: +3%(-) cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | [vs. Chargewind (0 def, 7 armour) (On head)]Chargewind (0 def, 7 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 (-) Fatigue: +1% (-) Changes resistances: +12%(-) lightning / +6%(-) temporal / +6%(-) darkness Stun/Freeze immunity: +20% (-) A hat made of leather. Very stylish. |
| Tool | [vs. miner's iron pickaxe (dig speed 29 turns) (Tool)]miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-) Str Infravision radius: +1 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. mule's copper ring of sensing (On fingers)]mule's copper ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% (-) Maximum encumbrance: +20 (-) Blindness immunity: +20% (-) Infravision radius: +3 (-) See stealth: +5 (-) See invisible: +7 (-) Rings can have magical properties. |
| In main hand | [vs. Tinkerer's Twinblaster (In main hand, 1 of 2)]Tinkerer's Twinblaster 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: +4 (-) Attack speed: 100% (-) Dam. multiplier: 50% (-) Firing range: +4 (-) Travel speed: +600% (-) Multiple attacks: +2 (-) Damage (Ranged): +5(-) physical Attacks use: 3.0(-) Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. Tap to cycle through comparison choices |
| Light source | [vs. brass lantern 'Camaledur' (Light source)]brass lantern 'Camaledur' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -2% (-) Changes stats: +3(-) Wil Changes resistances penetration: +20%(-) mind Changes damage: +6%(-) mind Light radius: +5 (-) Infravision 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. |
| In off hand | [vs. Tinkerer's Twinblaster (In main hand, 1 of 2)]mighty iron steamgun of power Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (+1) Attack speed: 100% (-) Dam. multiplier: 0% (-50%) Firing range: +6 (+2) Travel speed: +600% (-) Multiple attacks: +0 (-2) Damage (Ranged): +0(-5) physical Attacks use: 2.0(-1.0) Steam When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +1 Str Changes resistances penetration: +10% physical Changes damage: +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
| Cloak | [vs. Cloak of Deception (Cloak)]Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) (-) Spellpower: +5 (+5 eff.) (-) Mindpower: +5 (+3 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | [vs. rough leather armour (1 def, 2 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 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (-) A suit of armour made of leather. |
Inventory
[vs. Implant: Medical Injector (on body, 1 of 2)]medical injector implant of the wizard (efficiency 88% / cooldown 91%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 88%(-12%) efficiency and cooldown mod of 91%(-9%). Its effects scale with your +Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Steam Generator (on body)]steam generator implant of the wizard (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: 26(-6) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.9(-0.1) steam per turn. Can be activated for an instant burst of 24(-1) steam. Its effects scale with your +Magic stat. 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)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. Tinkerer's Twinblaster (In main hand)]This item will automatically be transmogrified when you leave the level. shimmering elm vilestaff of fate (10-12 power, 2 apr, fire 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(+10.0 - +12.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-2) Crit. chance: +2.5% Attack speed: 100% (-) Dam. multiplier: 0% (-50%) Firing range: +0 (-4) Travel speed: +0% (-600%) Multiple attacks: +0 (-2) Damage (Ranged): +0(-5) physical Attacks use: 0.0(-3.0) Steam When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Physical save: +6 (+4 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) Mana each turn: +0.10 Maximum mana: +30.00 Spellpower: +3 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
[vs. deadly pouch of iron shots (9/17, 20.5-24.6 power, 1 apr) (Quiver)]pouch of iron shots of accuracy (18/18, 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(-5.5 - -6.6) Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +1 (-) Crit. chance: +4.0% (-) Capacity: 18 (1) Shots are used with slings to pummel your foes to death. |
[vs. traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)]scholar's pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (+4%) Maximum encumbrance: +0 (-21) Physical save: +0 (+0 eff.) (-6 (-6 eff.)) Stamina each turn: +0.00 (-0.30) Maximum stamina: +0.00 (-13.00) Spellpower: +3 (+3 eff.) A pair of boots made of leather. |
[vs. polar rough leather gloves of dexterity (+2) (0 def, 1 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-11 (-6 eff.)) Armour: +0 (-1) Damage (Melee): 0(-5) cold Changes stats: +0(-2) Dex / +4 Wil / +4 Cun Changes resistances: +10% nature / +0%(-5%) cold Changes damage: +5% nature / +0%(-3%) cold Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
[vs. Chargewind (0 def, 7 armour) (On head)]This item will automatically be transmogrified when you leave the level. shielding linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-7) Defense: +1 (+1 eff.) Fatigue: +0% (-1%) Changes stats: +2 Mag Changes resistances: +0%(-12%) lightning / +0%(-6%) temporal / +0%(-6%) darkness Spell save: +6 (+6 eff.) Stun/Freeze immunity: +0% (-20%) A pointy cloth hat, very wizardly... |
[vs. Chargewind (0 def, 7 armour) (On head)]rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-6) Fatigue: +1% (-) Changes stats: +3 Con Changes resistances: +0%(-12%) lightning / +0%(-6%) temporal / +0%(-6%) darkness Stun/Freeze immunity: +0% (-20%) A cap made of leather. |
2 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 (+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. |
4 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. |
5 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. brass lantern 'Camaledur' (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: +0% (+2%) Changes stats: +0(-3) Wil Changes resistances penetration: +0%(-20%) mind Changes damage: +0%(-6%) mind Light radius: +2 (-3) Infravision radius: +0 (-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. |
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 Using medical injector with 100% efficiency and 100% cooldown modifier. 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 118] simple healing salve [power 118]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 118, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By High Noon the Skeleton Gunslinger level 7
1st Flare 122nd year of Ascendancy at 12:18 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By High Noon the Skeleton Gunslinger level 7
3rd Summertide 122nd year of Ascendancy at 03:55 see stats
Log
High Noon shoots!
Iserinn the large brown snake uses Slash.
High Noon slows down.
Talent Bone Armour is ready to use.
Iserinn the large brown snake begins rampaging!
High Noon's Shoot hits Iserinn the large brown snake for 43 physical damage.
High Noon's Shoot hits Iserinn the large brown snake for 22 physical, 5 physical (27 total damage).
High Noon's Shoot hits Iserinn the large brown snake for 24 physical, 5 physical (29 total damage).
High Noon's Shoot hits Iserinn the large brown snake for 21 physical, 5 physical (26 total damage).
Iserinn the large brown snake hits High Noon for (7 resist armour), 63 physical, (7 resist armour), 0 nature (63 total damage).
High Noon's Shoot performs a ranged critical strike against Dire wolf!
High Noon's Shoot hits Dire wolf for 66 physical damage.
High Noon's Shoot hits Dire wolf for 44 physical damage.
High Noon's Shoot hits Dire wolf for 33 physical, 5 physical (38 total damage).
High Noon's Shoot hits Dire wolf for 28 physical, 5 physical (33 total damage).
High Noon's Shoot killed Dire wolf!
High Noon is being stalked by Iserinn the large brown snake!
Iserinn the large brown snake hits High Noon for (7 resist armour), 37 physical, (7 resist armour), 0 nature (37 total damage).
High Noon struggles against the beckoning.
High Noon uses Bone Armour.
A shield forms around High Noon.
The shield around High Noon crumbles.
High Noon's magic has been purged!
Iserinn the large brown snake hits High Noon for (7 resist armour), (61 absorbed), 0 physical, (7 resist armour), (0 absorbed), 0 nature (0 total damage).
High Noon is jolted to attention by the damage and is no longer being beckoned.
High Noon is no longer beckoned.
Iserinn the large brown snake hits High Noon for (7 resist armour), 43 physical, (7 resist armour), 0 nature (44 total damage).
High Noon is no longer being stalked by Iserinn the large brown snake.
Saving game...









































































