














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Annihilator |
| Level / Exp | 11 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Adadhelratta the skeleton magus at level 11 on the 3rd Mirth 122nd year of Ascendancy at 14:55 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 48 (base 17) |
| Dexterity | 41 (base 33) |
| Constitution | 34 (base 11) |
| Magic | 28 (base 25) |
| Willpower | 36 (base 28) |
| Cunning | 41 (base 32) |
Resources
| Life | -45/527 |
| Steam | 83/100 |
| Equilibrium | 30 |
| Psi | 152/216 |
| Healing Factor | 1.4152231490087 |
| Regeneration | 23.803609777056 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 10 |
| See Stealth | 91.866108769898 |
| See Invisible | 91.866108769898 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 48 |
| Crit Chance | 14% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 47 |
| Crit Chance | 33% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +15% |
| Physical | +5% |
Offense: Damage Penetration
| Physical | +7% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 18 (50%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 10 |
| Physical Save | 31.65 |
| Spell Save | 31.2 |
| Mental Save | 33 |
Defense: Resistances
| Lightning | + 26%( 70%) |
| Temporal | + 14%( 70%) |
| Fire | + 40%( 70%) |
| Physical | + 18%( 70%) |
| Mind | + 17%( 70%) |
| All | + 8%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Confusion Resistance | 98% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 50% |
| Silence Resistance | 43% |
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 / Psytech gunnery | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Demolition | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Avoidance | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Turrets | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.50 |
| 2/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Gadgets | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 2/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Race / Yeek | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
Equipment
| On feet | Anti-Gravity Boots (10 def, 10 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Fatigue: +8% Changes stats: +6 Str / +5 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 10% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (52 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (90 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 10 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Quiver | pouch of iron shots (10/13, 12-14 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.0 - 14.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 13 Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern2.00 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. |
| On head | grounding rough leather cap of absorption (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal Stamina when hit: +0.80 Equilibrium when hit: +0.80 A cap made of leather. |
| Tool | It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 6 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On hands | Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Talent granted: +5 Iron Grip Disarm immunity: +100% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 47.00 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Around waist | ravager's rough leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +7% physical Changes damage: +5% physical Mental save: +6 (+3 eff.) Maximum life: +42.00 A belt that goes around your waist. |
| In main hand | Tinkerer's Twinblaster Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +24 Crit. chance: +20.0% 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. |
| Main armor | Eel-skin armour (16 def, 5 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +5 Armour Hardiness: +20% Defense: +16 (+7 eff.) Fatigue: +3% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 14 power out of 50/50) : Effective talent level: 2.0 Power cost: 14 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 40.71 to 122.14 lightning damage (81.43 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| In off hand | mossy mindstar (2-2 power, 32 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +22.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
| Cloak | linen cloak of battle (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +20% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 137; dur 5; cd 18) 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: 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 137 damage for 5 turns. 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. |
2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.elemental steel dagger of projection (12-16 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 38 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +5% cold Changes damage: +8% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's steel dagger of daylight (13-17 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 14 Damage (Melee): +7 blight / +8 light Damage against: +9% Undead When wielded/worn: Disease immunity: +15% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.mighty cured leather sling of fire Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +6 fire When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Changes damage: +10% fire Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 91.11 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (182). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
iron steamgunRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 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. |
iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm (0 def, 3 armour)Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's rough leather hat (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Infravision radius: +1 A hat made of leather. Very stylish. |
iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.searing cured leather armour of lightning resistance (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Damage (Melee): 8 acid / 10 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +14% acid / +13% fire / +19% lightning A suit of armour made of leather. |
iron shield (0 def, 2 armour, 23.5 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) 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. |
Rod of Recall (3/3)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 106 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. |
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) Activation puts Talent Medical Injector on cooldown for 14 turns. Medical salve. |
simple healing salve [power 125] simple healing salve [power 125]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 125 Activation puts Talent Medical Injector on cooldown for 8 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) Activation costs 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. |
voratun rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Kaliphos the Yeek Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 09:57 see stats
Log
Kaliphos hits Skeleton assassin for (20 parried) damage.
Melee retaliation hits Kaliphos for (5 antimagic), 0 acid, (3 antimagic), 0 fire (0 total damage).
Adadhelratta the skeleton magus casts Flame.
Kaliphos burns with dark flames.
Adadhelratta the skeleton magus hits Kaliphos for (42 antimagic), (3 flat reduction), 0 fire (0 total damage).
Kaliphos is not dazed anymore.
Rain of Fire hits Kaliphos for (21 flat reduction), (3 exoskeleton), 3 physical, (14 antimagic), 0 fire (3 total damage).
Rain of Fire hits Skeleton assassin for 40 physical, 36 fire (76 total damage).
Kaliphos shoots!
Kaliphos's Shoot hits Adadhelratta the skeleton magus for 7 physical, 2 physical (9 total damage).
Kaliphos's Shoot hits Adadhelratta the skeleton magus for 7 physical, 2 physical (9 total damage).
Kaliphos's Shoot hits Adadhelratta the skeleton magus for 7 physical, 2 physical (10 total damage).
Melee retaliation hits Kaliphos for (1 antimagic), 0 fire, (1 antimagic), 0 fire, (1 antimagic), 0 fire (0 total damage).
Skeleton assassin uses Flurry.
Skeleton assassin performs a melee critical strike against Kaliphos!
Melee retaliation hits Skeleton assassin for 11 fire, 11 fire, 11 fire, 11 fire, 11 fire, 11 fire (69 total damage).
Only Ashes Left from Adadhelratta the skeleton magus hits Kaliphos for (26 antimagic), 0 darkness (0 total damage).
Skeleton assassin hits Kaliphos for (21 flat reduction), (45 reactive armor), (22 exoskeleton), 40 physical, (6 antimagic), 0 temporal, (6 antimagic), 0 cold, (6 antimagic), 0 acid, (3 antimagic), 0 fire, (13 antimagic), 0 darkness, (21 flat reduction), (0 exoskeleton), 9 physical, (6 antimagic), 0 acid, (3 antimagic), 0 fire, (13 antimagic), 0 darkness, (21 flat reduction), (0 exoskeleton), 17 physical, (6 antimagic), 0 temporal, (6 antimagic), 0 cold, (6 antimagic), 0 acid, (3 antimagic), 0 fire, (13 antimagic), 0 darkness, (21 flat reduction), (0 exoskeleton), 9 physical, (6 antimagic), 0 acid, (3 antimagic), 0 fire, (13 antimagic), 0 darkness, (21 flat reduction), (0 exoskeleton), 17 physical, (6 antimagic), 0 temporal, (6 antimagic), 0 cold, (6 antimagic), 0 acid, (3 antimagic), 0 fire, (13 antimagic), 0 darkness, (21 flat reduction), (0 exoskeleton), 10 physical, (6 antimagic), 0 acid, (3 antimagic), 0 fire, (13 antimagic), 0 darkness (102 total damage).
Burning from Mayuleta the skeleton warrior hits Kaliphos for (29 antimagic), 0 fire (0 total damage).
Kaliphos's Reactive Armor misses skeleton assassin.
Kaliphos hits Skeleton assassin for 16 mind, 14 mind (30 total damage).
Kaliphos's Reactive Armor hits Skeleton assassin for (20 parried), 5 physical, 2 physical (8 total damage).
Kaliphos's Reactive Armor hits Skeleton assassin for 7 physical, 2 physical (9 total damage).
Melee retaliation hits Kaliphos for (5 antimagic), 0 acid, (3 antimagic), 0 fire, (5 antimagic), 0 acid, (3 antimagic), 0 fire (0 total damage).
Adadhelratta the skeleton magus casts Manathrust.
Adadhelratta the skeleton magus's spell attains critical power!
Kaliphos converts some damage to Psi!
Adadhelratta the skeleton magus hits Kaliphos for (42 antimagic), (21 flat reduction), 10 to psi, (14 exoskeleton), 111 arcane (120 total damage).
Kaliphos the level 11 yeek annihilator was imploded to death by Adadhelratta the skeleton magus on level 4 of Ruined halfling complex.






















































































































