












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. 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:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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 Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Gunslinger |
| Level / Exp | 11 / 83% |
| Size | big |
| Lifes / Deaths | Killed by Yvetta the honey tree at level 11 on the 9th Flare 122nd year of Ascendancy at 13:30 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 42 (base 36) |
| Constitution | 20 (base 12) |
| Magic | 8 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 31 (base 24) |
Resources
| Life | -9/282 |
| Equilibrium | 0 |
| Steam | 73/100 |
| Healing Factor | 1.078947368421 |
| Regeneration | 29.271842105262 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 7 |
| See Stealth | 40.503276465016 |
| See Invisible | 40.503276465016 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 34 |
| Crit Chance | 11% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 34 |
| Crit Chance | 11% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +17% |
| Fire | +12% |
| Nature | +5% |
Offense: Damage Penetration
| Physical | +23% |
Defense: Base
| Armour (hardiness) | 9 (49.309173272933%) |
| Defense | 37 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 10 |
| Mental Save | 18 |
Defense: Resistances
| Light | + 15%( 70%) |
| Nature | + 21%( 70%) |
| Fire | + 45%( 70%) |
| Cold | + 12%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Poison Resistance | 35% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| 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 84% efficiency and cooldown mod of 67%. |
| 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 102 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 131 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Cloak Tessellation |
| beneficial effect | All resistances increased by 7%, randomly attacks two foes each turn at random. Awesome Toss |
| beneficial effect | The target is wide awake and has 23% resistance to sleep effects. Insomnia |
| beneficial effect | A flow of life spins around the target, regenerating 26.28 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Ivutta (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +7 Dex +5 Wil +2 Cun +3 Con dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +1 Fatigue +1% ---------- misc Infravis +2 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Quiver | psychokinetic pouch of steel shots of wind (18/18, 21-25.2 power, 2 apr) 3.0 T2 shot ammo [Ego] Nature/Psionic Power 21.0 - 25.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 18 Proj.spd +200% Ranged+ +23 physical On Hit: * 10% chance to create an air burst * 10% chance to knock the target back While equipped: ---------- misc Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
| On head | Xaninor the linen wizard hat (10 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +12% fire ----- def ----- Defense +10 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +18% fire Poison- +15% Stun/Frz- +10% ---------- misc Max.hate +2.00 Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A pointy cloth hat, very wizardly... |
| Tool | supercharged iron torque of kinetic psionic shield [power 33] (24 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 33 for 7 turns Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Around waist | rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Phys.save +6 (+4 eff.) A belt that goes around your waist. |
| In main hand | fungal iron steamgun of power4.0 T1 steamgun 1H weapon [Ego] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Con dps ---------- Dmg.mod +8% physical Res.pen +8% physical ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 62 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Main armor | spiked cured leather armour (2 def, 8 armour) 9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +8% A suit of armour made of leather. |
| In off hand | overgrown iron steamgun of power4.0 T1 steamgun 1H weapon [Ego] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% physical Res.pen +9% physical ----- def ----- HP.reg +0.60 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Forestripper (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Melee Ret 8 light 4 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +1 (+0 eff.) Resists +5% cold +9% light +5% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
Glimmersmash0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Mag +7 Cun dps ---------- Spell.pwr +6 (+6 eff.) Acc +5 (+2 eff.) Melee Ret 8 temporal On Hit (Melee): * 30% chance to blind ----- def ----- Resists +3% temporal Silence- +22% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
Olileldir0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +12% physical Acc +12 (+5 eff.) ----- def ----- Armour +2 Max.HP +22.00 Disarm- +23% Pinning- +22% Knockbk- +21% ---------- misc Stam/turn +0.20 Rings can have magical properties. |
flaming iron greatsword of daylight (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 15.0 - 24.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 light Against +10% Undead On Hit.r1 +9 fire Massive two-handed swords. |
hateful iron greatsword of massacre (23-36.8 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master/Psionic Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 darkness Against +9% Living Massive two-handed swords. |
iron greatsword (16.5-26.4 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.5 - 26.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Ravenlord the elm vilestaff (10-12 power, 2 apr, acid element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% acid On Hit (Melee): * 7% chance to blind ----- def ----- Defense +6 (+3 eff.) Resists +6% darkness +9% cold Poison- +15% Disease- +10% Cut- +10% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 28.97 light damage. Staves designed for wielders of magic, by the greats of the art. |
cruel elm vilestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +1% Crit.mult +11.00% Spell.pwr +3 (+3 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of might (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+3 eff.) Dmg.mod +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Darkburst the rough leather belt1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% darkness +6% mind Res.pen +5% darkness Melee Ret 12 darkness ----- def ----- Resists +6% acid +6% mind +5% blight A belt that goes around your waist. |
rough leather belt 'Thunderidol'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Resists +6% nature D.Red.from +16% Summoned Blind- +5% Disease- +15% Stun/Frz- +5% Knockbk- +10% A belt that goes around your waist. |
Blindsear (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +9% acid +6% fire +3% temporal Mind.save +3 (+2 eff.) Blind- +5% Silence- +5% Knockbk- +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dagokalthokhad the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +5% mind ----- def ----- Armour +1 Resists +2% physical ---------- misc Equi/ret +0.04 Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 43.40 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. |
Isann the Cracklecrack (0 def, 6 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical Res.pen +10% nature On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +6 Resists +12% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Isema the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Melee+ 6 acid Dmg.mod +3% acid +3% mind ----- def ----- Armour +1 Resists +6% acid +6% temporal +6% light Blind- +5% Silence- +5% Disarm- +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +5% fire Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Woefiend' (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +9% darkness +4% fire ----- def ----- Armour +1 Resists +3% darkness +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arorewyn the Furnacepiety (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Res.pen +25% fire Apr +1 Melee Ret 4 fire ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+4 eff.) Die.at -20.00 life ---------- misc Equi/ret +0.90 Psi/ret +0.90 Hate/ret +0.90 Max.stam +15.00 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A pointy cloth hat, very wizardly... |
Nightthorn the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +21% darkness Melee Ret 4 darkness ----- def ----- Armour +1 Fatigue +1% Resists +9% darkness A cap made of leather. |
Phoenixtide the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% mind Res.pen +20% mind Melee Ret 8 mind ----- def ----- Armour +1 Fatigue +1% Resists +9% fire ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
rough leather cap 'Gloruwyn' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +4 Melee Ret 4 mind ----- def ----- Armour +1 Fatigue +1% Resists +9% blight +3% fire +6% mind +5% arcane A cap made of leather. |
spiked rough leather armour (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
iron shield (4 def, 2 armour, 19.5 block)7.0 T1 shield armor Reqs Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
Ivelaith (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Acc +2 (+1 eff.) Apr +1 ----- def ----- Fatigue -5% Resists +1% physical ---------- misc Stam/turn +1.20 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
simple frost salve [power 8] simple frost salve [power 8]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 84% efficiency and 67% cooldown modifier. Remove 1 physical effects and grants a frost aura (8% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 101] simple healing salve [power 101]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 84% efficiency and 67% cooldown modifier. Heal 101 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ryo the Krog Gunslinger level 10
2nd Summertide 122nd year of Ascendancy at 02:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ryo the Krog Gunslinger level 8
4th Mirth 122nd year of Ascendancy at 14:27 see stats
Log
Ryo's Shoot hits Yvetta the honey tree for (50 to psi shield), 12 to psi, 10 physical, 2 to psi, 2 mind, (18 to psi shield), 4 to psi, 4 physical (34 total damage).
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Ryo shoots!
Yvetta the honey tree uses Mind Sear.
Yvetta the honey tree hits Ryo for (6 resist armour), 179 mind (179 total damage).
Yvetta the honey tree resists the mind attack!
Yvetta the honey tree resists the mind attack!
Yvetta the honey tree converts some damage to Psi!
Ryo's Shoot hits Yvetta the honey tree for (56 to psi shield), 13 to psi, 11 physical, 1 to psi, 1 mind, (18 to psi shield), 4 to psi, 4 physical (35 total damage).
Ryo's Shoot hits Yvetta the honey tree for (57 to psi shield), 14 to psi, 12 physical, 1 to psi, 1 mind, (18 to psi shield), 4 to psi, 4 physical (35 total damage).
Yvetta the honey tree's Mind Storm hits Ryo for (6 resist armour), 29 mind (29 total damage).
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Ryo uses Infusion: Healing.
Ryo receives 110 healing from Infusion: Healing.
Ryo uses Infusion: Regeneration.
Ryo starts regenerating health quickly.
Yvetta the honey tree uses Summon.
Yvetta the honey tree summons Cave bear!
Cave bear receives 13 healing from Yvetta the honey tree.
Yvetta the honey tree receives 5 healing (8 psi heal).
Yvetta the honey tree's Mind Storm hits Ryo for (6 resist armour), 29 mind (29 total damage).
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Ryo uses Awesome Toss.
Ryo tosses steamguns in the air, awesome!
Yvetta the honey tree uses Mind Sear.
Yvetta the honey tree hits Ryo for (6 resist armour), 166 mind (166 total damage).
Saving game...




















































































