Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
Better Item Description 1.7.4This 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 Ignore Race/Class Locks 1.7.0Modifies 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: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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 | Insane Roguelike |
Sex | Female |
Race | Krog |
Class | Annihilator |
Level / Exp | 13 / 13% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 14 (base 11) |
Dexterity | 27 (base 28) |
Constitution | 12 (base 10) |
Magic | 8 (base 10) |
Willpower | 18 (base 10) |
Cunning | 41 (base 39) |
Resources
Life | 417/417 |
Steam | 100/100 |
Healing Factor | 1.1291526171258 |
Regeneration | 0.28228815428146 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
See Stealth | 9 |
See Invisible | 9 |
Offense: Mainhand
Damage | 26 |
Accuracy | 44 |
Crit Chance | 14% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +36% |
Light | +12% |
Cold | +35% |
Physical | +6% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Physical | +21% |
Cold | +31% |
All | +6% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 9 |
Physical Save | 21 |
Spell Save | 12 |
Mental Save | 27 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 54%( 70%) |
All | + 9%( 70%) |
Lightning | + 59%( 70%) |
Temporal | + 20%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 59%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Poison Resistance | 21% |
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 95% efficiency and cooldown mod of 53%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 529% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Exoskeleton |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
beneficial effect | Storing damage to unleash as a powerful lightning bolt (56/139). Capacitor Discharge |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 15% and triggers a radius 3 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | Pyretrencher (0 def, 5 armour) Pyretrencher (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% physical Res.pen +15% physical ----- def ----- Armour +5 Fatigue -3% Resists +3% fire Phys.save +5 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | tundral pouch of steel shots of erosion (17/17, 121% power, 2 apr) tundral pouch of steel shots of erosion (17/17, 121% power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +6 nature +14 cold On Crit.r2 +6 cold Shots are used with slings to pummel your foes to death. |
Light source | survivor's brass lantern of health survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +43.00 Heal.mod +11% ---------- misc Light +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 | linen wizard hat 'Dawnraven' (1 def, 0 armour) linen wizard hat 'Dawnraven' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +12% cold +6% light Melee Ret 2 lightning ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +6% temporal ---------- misc Light +1 A pointy cloth hat, very wizardly... |
On hands | Flamewrought (0 def, 2 armour) 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 45.15 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. |
Tool | iron torque of mindblast 'Glowgore' [power 105] (15 cooldown) iron torque of mindblast 'Glowgore' [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light Melee Ret 6 light ----- def ----- Resists +9% lightning +5% arcane Phys.save +3 (+2 eff.) Max.HP +60.00 Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Frostnigh' copper ring 'Frostnigh'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +1% Mind.pwr +15 (+7 eff.) Dmg.mod +11% lightning +3% cold ----- def ----- Resists +22% lightning +3% cold Rings make your fingers look great! |
On fingers | Quenchrot Quenchrot0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +20% cold Res.pen +25% cold ----- def ----- Resists +6% darkness +22% cold Rings make your fingers look great! |
Around neck | cleansing copper amulet of willpower (+3) cleansing copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Resists +10% nature +10% blight Poison- +21% Disease- +22% Amulets make your neck look great! |
In main hand | steel steamgun of piercing steel steamgun of piercing4.0 T2 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +6% all Acc +7 (+2 eff.) Apr +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Adewe the Glarecast Adewe the Glarecast1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 8 light 2 cold ----- def ----- Resists +3% acid +6% fire +5% arcane +9% cold ---------- misc Light +3 A belt that goes around your waist. |
In off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block) Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Galegash the linen cloak (1 def, 0 armour) Galegash the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +6% temporal +6% darkness Spell.save +3 (+3 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | mindwoven woollen robe of lightning (+15%) (0 def, 0 armour) mindwoven woollen robe of lightning (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +9% all Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
3 schematic: Steamgun 3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
warbringer's steel dagger of massacre (116% power, 6 apr) warbringer's steel dagger of massacre (116% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +12% Sharp, short and deadly. |
thought-forged iron greatsword of massacre (125% power, 1 apr) thought-forged iron greatsword of massacre (125% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master/Psionic Power 125% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 mind On Hit: * 16% chance to reduce all saves and defense by 23 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
Treebrace the iron longsword (102% power, 2 apr) Treebrace the iron longsword (102% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 mind On Crit.r2 +4 nature On Hit: * 10% chance to slow global speed by 49% While equipped: Stats +2 Wil +2 Con dps ---------- Mind.crit +7% Phys.pwr +6 (+2 eff.) Res.pen +6% physical ----- def ----- Disarm- +11% ---------- misc Psi/ret +0.04 Sharp, long, and deadly. |
Tideumbra the steel steamsaw (65% power, 0 apr) Tideumbra the steel steamsaw (65% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Str 16 [Random Unique] Arcane/Master/Steamtech Power 108% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Melee+ +8 cold +4 temporal Uses 1.0 Steam When used to Attack: Melee+ +10 acid On Crit.r2 +10 light +12 fire While equipped: Stats +2 Con dps ---------- Dmg.mod +3% temporal Res.pen +15% temporal Acc +6 (+2 eff.) On shield block: * Deals 15 light and fire damage to each enemy blocked On Melee Ret: * 12% chance to reduce armor by 9% ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +6% Resists +11% acid +6% fire +6% light Disarm- +25% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw 'Lisogatta' (108% power, 0 apr) steel steamsaw 'Lisogatta' (108% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Str 16 [Random Unique] Nature/Master/Steamtech Power 108% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Uses 1.0 Steam While equipped: Stats +14 Con +13 Wil dps ---------- Dmg.mod +6% acid Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +6% Resists +3% lightning +3% cold Max.HP +24.00 Disarm- +21% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
windwalling steel steamsaw (65% power, 0 apr) windwalling steel steamsaw (65% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Str 16 [Ego+] Psionic/Steamtech Power 109% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 Uses 1.0 Steam When used to Attack: Melee+ +12 physical While equipped: Stats +1 Wil ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +11% physical Shield.near.proj +19 Proj.slow +12% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
mindwoven Rags of the Sanctuary of fire (+15%) (0 def, 0 armour) mindwoven Rags of the Sanctuary of fire (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +10% fire ----- def ----- Resists +7% all +15% fire Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Coalvenom the pair of rough leather boots (0 def, 1 armour) Coalvenom the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str dps ---------- Acc +20 (+6 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +1 Fatigue -5% Resists +9% fire Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
Torekor the Dawnhunt (0 def, 3 armour) Torekor the Dawnhunt (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% fire Res.pen +5% light ----- def ----- Armour +3 ---------- misc Light +3 Infravis +2 A pair of boots made of leather. |
Hathedevor the rough leather cap (0 def, 3 armour) Hathedevor the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Con dps ---------- Phys.crit +2.0% Apr +1 ----- def ----- Armour +3 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
2 agate 2 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. |
53 alchemist agate 53 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Islidaba (dig speed 39 turns) Islidaba (dig speed 39 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Fatigue -5% Resists +3% lightning Disease- +10% Disarm- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2025 Little Gems 2025 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2024/2025 A set of 2025 tiny explosive spheres. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Blazeglamour' brass lantern 'Blazeglamour'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid Res.pen +20% acid +10% fire ----- def ----- Resists +9% fire ---------- misc Light +5 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor 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 Recall (1/1) 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 239/400 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]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 95% efficiency and 53% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 117] simple healing salve [power 117]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 95% efficiency and 53% cooldown modifier. Heal 117 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest 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 ametrine 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 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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
By Jamcqueline Cochran the Krog Annihilator level 10
5th Flare 122nd year of Ascendancy at 23:09 see stats
By Jamcqueline Cochran the Krog Annihilator level 10
5th Flare 122nd year of Ascendancy at 23:07 see stats
By Jamcqueline Cochran the Krog Annihilator level 9
4th Mirth 122nd year of Ascendancy at 01:41 see stats
Log
You gain 0.54 gold from the melting of linen cloak of protection (1 def, 0 armour).
You gain 8.85 gold from the melting of linen cloak 'Halafast' (1 def, 5 armour).
You collect a new ingredient: lump of iron (1).
You gain 15.00 gold from the melting of River's Fury (125% power, 8 apr).
You collect a new ingredient: lump of iron (1).
You gain 6.42 gold from the melting of Torehir the iron steamsaw (102% power, 0 apr).
You collect a new ingredient: lump of iron (1).
You gain 7.19 gold from the melting of stormbringer's iron steamgun.
You gain 1.28 gold from the melting of potent elm magestaff (107% power, 2 apr, cold element).
You collect a new ingredient: stack of herbs (viperweed) (1).
You gain 0.25 gold from the melting of mossy mindstar (75% power, 12 apr, mind damage).
You collect a new ingredient: lump of iron (1).
You gain 10.02 gold from the melting of iron greatsword 'Umbralace' (112% power, 1 apr).
You collect a new ingredient: lump of steel (1).
You gain 2.92 gold from the melting of steel dagger of crippling (101% power, 6 apr).
You collect a new ingredient: lump of steel (1).
You gain 2.98 gold from the melting of hateful steel dagger of erosion (103% power, 6 apr).
You collect a new ingredient: lump of iron (1).
You gain 9.10 gold from the melting of Emelyrimira the iron dagger (113% power, 5 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.45 gold from the melting of iron battleaxe of massacre (125% power, 1 apr).
You gain 2.40 gold from the melting of rogue's copper ring of sensing.
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 1.18 gold from the melting of regeneration infusion of the warrior (heal 108; 16 cd).
There is a Passageway into Norgos' Lair 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.