
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/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 Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sawbutcher |
| Level / Exp | 16 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 9 on the 8th Mirth 122nd year of Ascendancy at 00:13 0 / 6Killed by Gloribeth the Guardian at level 13 on the 59th Dusk 122nd year of Ascendancy at 15:42 Killed by Betithra the bee swarm at level 14 on the 60th Dusk 122nd year of Ascendancy at 14:37 Killed by Emiwen the Guardian at level 14 on the 60th Dusk 122nd year of Ascendancy at 21:06 Killed by Emelikira the Guardian at level 14 on the 61st Dusk 122nd year of Ascendancy at 07:40 Killed by Ivyrin the umber hulk at level 16 on the 30th Haze 122nd year of Ascendancy at 10:16 |
Primary Stats
| Strength | 51 (base 40) |
| Dexterity | 21 (base 10) |
| Constitution | 13 (base 11) |
| Magic | 16 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 40 (base 36) |
Resources
| Life | -378/486 |
| Steam | 35/100 |
| Healing Factor | 0.83459016393445 |
| Regeneration | 1.1266967213115 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 45 |
| Crit Chance | 22% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 45 |
| Crit Chance | 22% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Light | +10% |
| Mind | +12% |
Offense: Damage Penetration
| Light | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 61.511077022655 (88.454810495627%) |
| Defense | 26 |
| Ranged Defense | 31 |
| Fatigue | 46 |
| Physical Save | 28 |
| Spell Save | 21 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 3%( 70%) |
| Cold | + 16%( 70%) |
| All | 0%( 70%) |
| Lightning | + 51%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 9%( 70%) |
| Mind | + 12%( 70%) |
| Darkness | + 32%( 70%) |
| Fire | + 5%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Disarm Resistance | 80% |
| Knockback Resistance | 25% |
| Confusion Resistance | 10% |
| Stun Resistance | 65% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 38% |
Inscriptions (4/5)
| 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 119% efficiency and cooldown mod of 76%. Its effects scale with your Cunning stat. |
| 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 115% efficiency and cooldown mod of 66%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.6 steam per turn. Can be activated for an instant burst of 23 steam. |
Class Talents
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Grinding Shield |
| detrimental effect | The target is poisoned, taking 16.24 nature damage per turn and decreasing all heals received by 43%. Insidious Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Damage reduced by 1 Slowed by 0 Damage per turn 42 |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +1. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed warg claw. * You've found the needed storm wyrm claw. | 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 within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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 (71 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Hettidan the hardened leather cap (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% temporal / +11% nature / +9% light Spell save: +11 (+6 eff.) Maximum life: +51.00 Light radius: +5 Healing mod.: +14% A cap made of leather. |
| On hands | Islubreth (6 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 20 physical Changes resistances: +6% lightning / +9% cold Talent granted: +3 Iron Grip Disarm immunity: +80% Life regen: +1.10 Stamina each turn: +0.60 Maximum life: +50.00 Maximum stamina: +17.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | sapper's dwarven-steel pickaxe (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | XyssraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +5 Str / +4 Dex / +2 Mag / +2 Con Light radius: +3 Infravision radius: +3 Rings can have magical properties. |
| On fingers | gold ring 'Balendur'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% nature / +12% light / +12% mind Changes damage: +12% mind Reduces incoming crit damage: 10.00% Confusion immunity: +10% Knockback immunity: +25% Rings can have magical properties. |
| Around neck | TuryzorInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +11 Wil Changes resistances: +20% lightning / +19% light / +17% darkness Changes damage: +6% blight Blindness immunity: +38% Stun/Freeze immunity: +35% Hate when firing a critical mind attack: +1.00 Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
| In main hand | Ivera the Sulfurblow (22.5-33.75 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 22.5 - 33.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +50 On weapon hit: * flashes light on your target dealing 33 damage Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Str / +4 Dex / +4 Mag / +1 Cun Changes resistances: +7% acid / +5% fire / +7% cold / +7% lightning Changes resistances penetration: +5% nature Talent granted: +2 Block Critical mult.: +3.00% 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! |
| Around waist | Glittersweep the hardened leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +6% light / +3% blight Physical save: +14 (+7 eff.) Pinning immunity: +10% Only die when reaching: -80.00 life Mindpower: +4 (+2 eff.) Light radius: +1 A belt that goes around your waist. |
| In off hand | dwarven-steel steamsaw 'Blackbolt' (23-34.5 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 23.0 - 34.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 On weapon hit: * 20% chance to inflict 15% damage reduction * flashes light on your target dealing 34 damage Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to blind Damage (Melee): 6 acid Damage when hit (Melee): 11 acid / 8 light Changes resistances: +15% darkness Changes resistances penetration: +5% light Talent granted: +2 Block Critical mult.: +3.00% 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! |
| Cloak | Wind's Whisper (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +3 Dex Changes resistances: +18% lightning Silence immunity: +30% Stun/Freeze immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Main armor | impenetrable dwarven-steel plate armour of resilience (5 def, 31 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +31 Defense: +5 (+3 eff.) Fatigue: +25% Damage when hit (Melee): 30 physical Maximum life: +24.00 A suit of armour made of metal plates. |
Inventory
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. |
warrior's copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Overcutter (13-19.5 power, 12 apr)Requires: - Strength 20 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 1 It must be held with both hands. It can be used as a weapon and offhand. Base power: 13.0 - 19.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Crit. chance: +2.0% Attack speed: 100% Block value: +70 Attacks use: 1.0 Steam When wielded/worn: Armour: +7 Defense: +8 (+4 eff.) Fatigue: +10% Talent granted: +2 Block Critical mult.: +0.00% Earlier steamsaws were notably not meant to be used with one hand. |
LayenaPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% temporal Changes resistances penetration: +15% temporal Changes damage: +12% arcane / +6% temporal Maximum encumbrance: +23 A belt that goes around your waist. |
linen cloak 'Ulfagen' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Con / +2 Mag Changes resistances: +0% lightning Stun/Freeze immunity: +0% Maximum life: +30.00 Infravision radius: +1 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
steady iron gauntlets of butchering (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +5 Physical power: +5 (+2 eff.) Armour: +1 Changes resistances: +6% blight Physical save: +6 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% Metal gloves protecting the hands up to the middle of the lower arm. |
5 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. |
60 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. |
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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 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 (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 130] simple healing salve [power 130]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 130, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Ay ay captain! (Nightmare (Adventure) difficulty)
Turn into a pirate!By Buzz Lightyear the Cornac Sawbutcher level 15
15th Haze 122nd year of Ascendancy at 17:37 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Buzz Lightyear the Cornac Sawbutcher level 10
8th Mirth 122nd year of Ascendancy at 04:29 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Buzz Lightyear the Cornac Sawbutcher level 12
4th Flare 122nd year of Ascendancy at 07:44 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Buzz Lightyear the Cornac Sawbutcher level 13
59th Dusk 122nd year of Ascendancy at 08:08 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Buzz Lightyear the Cornac Sawbutcher level 9
3rd Mirth 122nd year of Ascendancy at 15:42 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Buzz Lightyear the Cornac Sawbutcher level 16
17th Haze 122nd year of Ascendancy at 12:06 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Buzz Lightyear the Cornac Sawbutcher level 15
16th Haze 122nd year of Ascendancy at 10:32 see stats
Log
Ivyrin the umber hulk receives 34 healing.
Bleeding from Buzz Lightyear hits Fire drake hatchling for 7 physical damage.
Bleeding from Buzz Lightyear hits Snow giant for 6 physical damage.
Buzz Lightyear performs a melee critical strike against Fire drake hatchling!
Tempest of Metal performs a melee critical strike against Fire drake hatchling!
Fire drake hatchling resists the blinding light!
Grappling hits Buzz Lightyear for 1 physical, 4 physical (5 total damage).
Snow giant hits Buzz Lightyear for 5 cold, 5 cold (10 total damage).
Fire drake hatchling hits Buzz Lightyear for 3 fire, 3 fire, 3 fire, 3 fire (10 total damage).
Tempest of Metal hits Ivyrin the umber hulk for (15 resist armour), 7 physical, (5 resist armour), 0 acid, (4 resist armour), 0 arcane, (10 resist armour), 0 physical, (5 resist armour), 0 acid, 0 arcane, (15 resist armour), 25 light (32 total damage).
Tempest of Metal hits Fire drake hatchling for 32 physical, 6 acid, 0 arcane, 19 physical, 6 acid, 0 arcane (63 total damage).
Tempest of Metal hits Snow giant for 25 physical, 5 acid, 20 arcane, 12 physical, 5 acid, 20 arcane (87 total damage).
Buzz Lightyear hits Fire drake hatchling for 156 physical, 6 acid, 0 arcane, 44 light, 52 physical, 6 acid, 0 arcane (264 total damage).
Buzz Lightyear is free from the grapple.
Insidious Poison from Poison ooze hits Buzz Lightyear for 10 nature damage.
Fire drake hatchling hits Buzz Lightyear for 3 physical damage.
Buzz Lightyear hits Fire drake hatchling for 11 acid damage.
Ivyrin the umber hulk has released the hold.
Ivyrin the umber hulk uses Clinch.
Buzz Lightyear is grappled!
Ivyrin the umber hulk is engaged in a grapple!
Buzz Lightyear killed Fire drake hatchling!
Ivyrin the umber hulk receives 34 healing.
Ivyrin the umber hulk hits Buzz Lightyear for 35 physical damage.
Buzz Lightyear hits Ivyrin the umber hulk for (10 resist armour), 0 acid, (15 resist armour), 21 physical, (8 resist armour), 0 light, (7 resist armour), 0 arcane (21 total damage).
Bleeding from Buzz Lightyear hits Snow giant for 7 physical damage.
You collect a new ingredient: snow giant kidney (1).
Saving game...





























































