
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 of Rage 1.7.0Official 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:
Forbidden Cults 1.7.0Official 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 | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Gunslinger |
| Level / Exp | 19 / 21% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 11 (base 13) |
| Dexterity | 59 (base 47) |
| Constitution | 21 (base 11) |
| Magic | 16 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 71 (base 35) |
Resources
| Life | 465/465 |
| Steam | 100/100 |
| Healing Factor | 1.1948044672221 |
| Regeneration | 3.8831145184717 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 56 |
| Crit Chance | 28% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 56 |
| Crit Chance | 28% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +19% |
| Light | +14% |
| Darkness | +10% |
| Physical | +8% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Nature | +12% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 12 (89.687909656376%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 24 |
| Mental Save | 32 |
Defense: Resistances
| Nature | + 6%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 5%( 70%) |
| Darkness | + 28%( 70%) |
| Blight | + 20%( 70%) |
| Acid | + 15%( 70%) |
| Cold | + 36%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 70% |
| Poison Resistance | 13% |
| Stun Resistance | 20% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 steam. 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 130% efficiency and cooldown mod of 75%. 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 163% efficiency and cooldown mod of 67%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Cloak Tessellation |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 10% of the time and arcane sustains have a 1.0% chance to deactivate each turn. Antimagic Disruption |
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 lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by cold drake. Escort: lost sun paladin (level 2 of Daikara) | failed |
Escort the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell) | active |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed electric eel tail. * You've found the needed vial of squid ink. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 55% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | psychokinetic pouch of steel shots of accuracy (20/20, 22-26 power, 2 apr) 3.0 T2 shot ammo [Ego+] Master/Psionic Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 20 Ranged+ +8 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage While equipped: ---------- misc Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Khelochik the Dawnwedge1.0 T3 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Cun +4 Mag dps ---------- Dmg.mod +14% light ----- def ----- Resists +7% darkness Affinity +5% light Max.HP +46.00 ---------- misc Light +9 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 42.74 light damage. At talent level 3 you gain 9% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cloud Caller (0 def, 0 armour) 2.0 T1 head armor [Unique] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold Mind.save +6 (+3 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.26 to 105.77 lightning damage (70.51 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Tempestserpent the rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Rare] Arcane While equipped: Stats +4 Dex +2 Mag +3 Cun +2 Con dps ---------- Dmg.mod +9% lightning Melee Ret 8 lightning ----- def ----- Armour +1 Resists +5% light +6% darkness Disarm- +70% ---------- misc Infravis +4 Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 30.03 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 40 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | treant's copper ring of misery0.1 T1 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 7 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 21 On Hit (Ranged): * 11% chance to reduce all saves and defense by 21 ----- def ----- Resists +6% nature +5% blight Poison- +13% Disease- +12% ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | gunslinger's steel steamgun of piercing 4.0 T2 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit.r1 +60 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Steampwr +6 (+1 eff.) Dmg.mod +8% physical Res.pen +5% all Acc +7 (+2 eff.) Apr +6 ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | noble's rough leather belt of recklessness 1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +4 (+2 eff.) Against +17% Summoned ----- def ----- Fatigue +0% D.Red.from +18% Summoned ---------- misc Max.enc +0 A belt that goes around your waist. |
| In off hand | throat-seeking iron steamgun of enduring 4.0 T1 steamgun 1H weapon [Ego++] Nature/Disrupt/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 nature On Hit.r1 +0 20% chance of physical repulsion On Hit: * applies a stacking poison dealing 36 damage per turn On Crit: * silences the target Uses 2.0 Steam While equipped: Stats +6 Con +6 Wil dps ---------- Res.pen +7% nature ----- def ----- Max.HP +11.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% lightning +10% cold Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide rough leather armour of cold resistance (3 def, 4 armour) 9.0 T1 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Hardiness +20% Defense +3 (+1 eff.) Fatigue +10% Resists +16% cold Max.HP +34.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of leather. |
Inventory
schematic: Acid Groove0.1 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. |
schematic: Armour Reinforcement0.1 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. |
schematic: Back Support0.1 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. |
schematic: Fireproof Coating0.1 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. |
schematic: Mental Stimulator0.1 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. |
schematic: Waterproof Coating0.1 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. |
mage-hunter's steel steamgun of true flight4.0 T2 steamgun 1H weapon [Ego++] Disrupt/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Cun +2 Wil dps ---------- Phys.crit +7.0% Mind.pwr +6 (+3 eff.) Acc +7 (+2 eff.) On Hit (Ranged): * 11 arcane resource burn ---------- misc Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
marauder's hardened leather armour of Eyal (13 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego++] Nature/Master While equipped: Stats +3 Str +4 Dex ----- def ----- Armour +6 Defense +13 (+5 eff.) Fatigue +8% Phys.save +5 (+3 eff.) Max.HP +28.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
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. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Salutta2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Melee Ret 6 mind ----- def ----- Crit.dmg- 10.00% Mind.save +9 (+4 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) Phys.save +0 (+0 eff.) Spell.save +0 (+0 eff.) Mind.save +0 (+0 eff.) ---------- misc T.Disarm +5 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. |
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 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. |
powerful healing salve [power 300] powerful healing salve [power 300]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 75% cooldown modifier. Heal 300 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 15] simple frost salve [power 15]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 75% cooldown modifier. Remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 185] simple healing salve [power 185]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 75% cooldown modifier. Heal 185 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. |
barbed pouch of dwarven-steel shots of crippling (16/16, 36-43 power, 3 apr)3.0 T3 shot ammo [Ego++] Master Power 36.0 - 43.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +17.0% Capacity 16 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of iron shots (19/19, 14-17 power, 1 apr)3.0 T1 shot ammo [Normal] Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 While equipped: Shots are used with slings to pummel your foes to death. |
crude explosive shell0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel back support0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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 +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. |
5 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
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Shooty the Halfling Gunslinger level 14
37th Dusk 122nd year of Ascendancy at 09:54 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Shooty the Halfling Gunslinger level 18
22nd Haze 122nd year of Ascendancy at 09:33 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shooty the Halfling Gunslinger level 18
22nd Haze 122nd year of Ascendancy at 17:17 see stats
Level 10 (Roguelike)
Got a character to level 10.By Shooty the Halfling Gunslinger level 10
2nd Summertide 122nd year of Ascendancy at 15:25 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Shooty the Halfling Gunslinger level 7
79th Pyre 122nd year of Ascendancy at 07:07 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Shooty the Halfling Gunslinger level 9
2nd Mirth 122nd year of Ascendancy at 22:49 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Shooty the Halfling Gunslinger level 17
1st Time of Equilibrium 122nd year of Ascendancy at 04:42 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Shooty the Halfling Gunslinger level 12
10th Flare 122nd year of Ascendancy at 15:26 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Shooty the Halfling Gunslinger level 17
1st Time of Equilibrium 122nd year of Ascendancy at 06:56 see stats
Log
You gain 2.46 gold from the melting of flaming steel waraxe of phasing (12-17 power, 10 apr).
You collect a new ingredient: lump of steel (1).
You gain 4.93 gold from the melting of mage-hunter's steel steamgun.
You collect a new ingredient: lump of steel (1).
You gain 3.19 gold from the melting of thought-forged steel dagger of phasing (12-16 power, 12 apr).
You collect a new ingredient: lump of steel (1).
You gain 1.33 gold from the melting of flaming steel dagger of massacre (18-24 power, 6 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.10 gold from the melting of elemental dwarven-steel dagger of massacre (22-29 power, 7 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.55 gold from the melting of chilling dwarven-steel dagger of massacre (22-29 power, 7 apr).
You collect a new ingredient: lump of steel (1).
You gain 2.78 gold from the melting of arcing steel dagger of vileness (11-14 power, 6 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Shooty tessellates his cloak!
Shooty tessellates his cloak!
Today is the 58th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
Today is the 59th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
Talent Net Projector is ready to use.
You don't see how to get there...
Today is the 60th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)



























































































