Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.1 |
Addons | 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 1.5.0Donators/Buyers bonus! Items Vault 1.4.8Donators/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:
|
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Halfling |
Class | Psyshot |
Level / Exp | 13 / 69% |
Size | small |
Lifes / Deaths | Killed by rogue sapper at level 9 on the 10th Flare 122nd year of Ascendancy at 06:11 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 31 (base 21) |
Constitution | 11 (base 10) |
Magic | 11 (base 10) |
Willpower | 32 (base 28) |
Cunning | 40.8 (base 29) |
Resources
Life | 328/357 |
Psi | 112/112 |
Healing Factor | 1.0082872928177 |
Regeneration | 1.0587016574586 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 21 |
Accuracy | 45 |
Crit Chance | 19% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 9 |
Accuracy | 45 |
Crit Chance | 22% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 7 (57.811550151976%) |
Defense | 39 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 18 |
Mental Save | 24 |
Defense: Resistances
All | + 17%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Poison Resistance | 50% |
Instadeath Resistance | 100% |
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 / Thoughts of iron | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Molten Iron Blood |
talent | Gestalt |
beneficial effect | Steampower increased by 9. Gestalt |
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 lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +2. | 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 Possessed. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | Betuba the pair of rough leather boots (0 def, 1 armour) Betuba the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +21% acid / +5% arcane Changes damage: +12% arcane Stamina each turn: +0.30 Maximum life: +33.00 Movement speed: +10% A pair of boots made of leather. |
Quiver | psychokinetic pouch of iron shots of wind (18/18, 14-16.8 power, 1 apr) psychokinetic pouch of iron shots of wind (18/18, 14-16.8 power, 1 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 18 On weapon hit: * 10% chance to create an air burst * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +16 physical Shots are used with slings to pummel your foes to death. |
Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light 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. |
On head | rough leather cap 'Cuthytar' (4 def, 2 armour) rough leather cap 'Cuthytar' (4 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +8 Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes stats: +4 Cun / +3 Dex Changes damage: +9% acid / +6% physical A cap made of leather. |
On hands | psychic's rough leather gloves (0 def, 1 armour) psychic's rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 mind Changes resistances: +6% mind Changes damage: +3% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: -5 Lck Trap disarming bonus: +5 Physical save: -5 (-2 eff.) Spell save: -5 (-5 eff.) Mental save: -5 (-2 eff.) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | copper ring 'Tularuiblek' copper ring 'Tularuiblek'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% blight / +9% temporal / +5% arcane Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
On fingers | savior's steel ring of power savior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+5 eff.) Mental save: +9 (+5 eff.) Spellpower: +5 (+4 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Around neck | insulating steel amulet of willpower (+3) insulating steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% fire / +10% cold Amulets can have magical properties. |
In main hand | strafer's iron steamgun of true shot strafer's iron steamgun of true shotRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +6.0% Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Gerach GerachInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +1 Str Physical save: +6 (+3 eff.) Maximum life: +20.00 Maximum stamina: +20.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In off hand | Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 160.85 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Cloak | linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +1 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | spiked rough leather armour of fire resistance (2 def, 3 armour) spiked rough leather armour of fire resistance (2 def, 3 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% fire A suit of armour made of leather. |
Inventory
medical injector implant of the duelist (efficiency 104% / cooldown 76%) medical injector implant of the duelist (efficiency 104% / cooldown 76%)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 104% efficiency and cooldown mod of 76%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 199 over 5 turns) regeneration infusion of the sneak (heal 199 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. Its effects scale with your Cunning 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 ability. |
wild infusion of the duelist (resist 14%; cure mental) wild infusion of the duelist (resist 14%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 ability. |
phase door rune of the duelist (range 7; power 22; dur 3) phase door rune of the duelist (range 7; power 22; dur 3)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity 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 ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
ranger's rough leather sling ranger's rough leather slingRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +1 Dex Slings are used to hurl stones or metal shots at your foes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Runobar the rough leather belt Runobar the rough leather beltInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +3 Cun / +1 Wil Changes resistances: +6% acid / +5% blight Changes resistances penetration: +15% acid A belt that goes around your waist. |
6 agate 6 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. |
52 alchemist agate 52 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (86 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/2) Rod of Recall (1/2)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 185 power out of 260/400. 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), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
simple healing salve [power 127] simple healing salve [power 127]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 127, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
Transmogrification Chest 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. |
pouch of iron shots (17/17, 14.5-17.4 power, 1 apr) pouch of iron shots (17/17, 14.5-17.4 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 50% Cun, 70% Dex 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. |
Deepstrencher the iron torque of charged psionic shield [power 25] (19 cooldown) Deepstrencher the iron torque of charged psionic shield [power 25] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 12 darkness Changes resistances: +3% blight / +3% lightning Confusion immunity: +5% Pinning immunity: +5% Knockback immunity: +10% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns, putting all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
4 ametrine 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. |
4 citrine 4 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. |
6 zircon 6 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
By Joe the Skrimbler the Halfling Psyshot level 12
24th Dusk 122nd year of Ascendancy at 09:16 see stats
By Joe the Skrimbler the Halfling Psyshot level 10
10th Flare 122nd year of Ascendancy at 23:03 see stats
By Joe the Skrimbler the Halfling Psyshot level 9
10th Mirth 122nd year of Ascendancy at 12:23 see stats
By Joe the Skrimbler the Halfling Psyshot level 10
3rd Dusk 122nd year of Ascendancy at 18:58 see stats
Log
You collect a new ingredient: lump of iron (1).
You gain 0.57 gold from the melting of iron steamsaw of fire resistance (+17%) (9.5-14.25 power, 0 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.25 gold from the melting of iron steamsaw (10.5-15.75 power, 0 apr).
You gain 1.65 gold from the melting of mighty rough leather sling.
You collect a new ingredient: stack of herbs (viperweed) (1).
You gain 0.81 gold from the melting of mossy mindstar of balance (2.5-2.75 power, 12 apr, mind damage).
You collect a new ingredient: lump of iron (1).
You gain 0.25 gold from the melting of iron mace (13.5-18.9 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.27 gold from the melting of flaming iron mace of massacre (17-23.8 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.96 gold from the melting of arcing iron mace (11.5-16.1 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.99 gold from the melting of acidic iron longsword (10.5-14.7 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.06 gold from the melting of acidic iron greatmaul (16-24 power, 1 apr).
You collect a new ingredient: lump of iron (1).
You gain 2.74 gold from the melting of manaburning iron battleaxe (14.5-21.75 power, 1 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.11 gold from the melting of flaming iron battleaxe (15-22.5 power, 1 apr).
There is a Stairway into the Rhaloren Camp here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Joe the Skrimbler deactivates Gestalt.
Joe the Skrimbler deactivates Molten Iron Blood.