
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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 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 Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 20 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by mecharachnid warrior at level 16 on the 39th Dusk 122nd year of Ascendancy at 08:32 4 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 44 (base 16) |
| Dexterity | 42 (base 39) |
| Constitution | 36 (base 16) |
| Magic | 15 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 50 (base 38) |
Resources
| Life | 533/533 |
| Steam | 100/100 |
| Healing Factor | 1.3932510043554 |
| Regeneration | 11.74189082324 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 2 |
| See Stealth | 21 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 57 |
| Crit Chance | 22% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +28% |
| Lightning | +3% |
| Nature | +32% |
| Darkness | +3% |
| Blight | +6% |
| Physical | +6% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Light | +10% |
| Cold | +5% |
| Physical | +5% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 37.883307766991 (81.151787968034%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 10 |
| Physical Save | 28 |
| Spell Save | 18 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 21%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 48%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 19%( 70%) |
| Mind | + 13%( 70%) |
| Darkness | + 29%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Pinning Resistance | 19% |
| Silence Resistance | 20% |
| Poison Resistance | 20% |
| Blind Resistance | 22% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 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 140% efficiency and cooldown mod of 56%. |
| 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 92% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.1 steam per turn. Can be activated for an instant burst of 66 steam. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Exoskeleton |
| talent | Chemical Grenade |
| talent | Rocket Pod |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 35% and triggers a radius 7 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
Quests
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | 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 |
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. You have been shown a secret entrance to his stronghold. | 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: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed hummerhorn wing. * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. * You've found the needed black mamba head. 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 skeleton mage skull. * You've found the needed giant spider spinneret. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Betulaith' (16 def, 4 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +4 Defense +16 (+8 eff.) Resists +12% cold Mind.save +7 (+4 eff.) Heal.mod +15% Disarm- +10% ---------- misc Infravis +2 A pair of boots made of leather. |
| Quiver | pouch of iron shots 'Umbratickler' (13/13, 123% power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 123% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 13 Ranged+ +4 darkness On Hit.r1 +12 mind On Crit.r2 +16 darkness +8 mind On Hit: * 20% chance to reduce all saves and defense by 19 On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Gunozilakan the Dimmoon2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% darkness Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Resists +2% physical Max.HP +44.00 ---------- misc Max.stam +30.00 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 | Relgeradin (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +11% nature Res.pen +5% physical Acc +1 (+0 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +16% nature +6% mind Max.HP +20.00 ---------- misc Light +3 A pointy cloth hat, very wizardly... |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | Singevortex (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature Res.pen +15% acid +5% fire ----- def ----- Resists +3% acid +9% fire +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Saligawe'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +6 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +10% acid +6% physical ----- def ----- Armour +7 Resists +20% acid Die.at -20.00 life ---------- misc Light +2 Rings make your fingers look great! |
| On fingers | Darkwolf the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Fatigue -5% Resists +3% lightning +9% cold +22% nature +3% darkness Spell.save +7 (+4 eff.) HP.reg +1.00 Stun/Frz- +20% ---------- misc Max.enc +28 Rings make your fingers look great! |
| Around neck | Grinonarildir the Thunderstar0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +10% light Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Resists +13% light +11% darkness Blind- +22% Amulets make your neck look great! |
| In main hand | Kindlewreath the steel steamgun4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +16 fire On Hit.r1 +4 fire Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% fire Melee Ret 2 fire ----- def ----- Resists +9% fire ---------- misc Max.hate +2.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Dayoath the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Str +5 Mag +3 Cun dps ---------- Res.pen +5% cold ----- def ----- Resists +5% fire +6% cold ---------- misc Light +1 A belt that goes around your waist. |
| In off hand | Beekath the Bilepassion (0 def, 3 armour, 101% power, 21 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 101% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +21 Melee+ +4 acid On Hit.r1 +8 nature While equipped: Stats +3 Str +3 Dex dps ---------- Dmg.mod +9% acid +6% blight Acc +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +8% Resists +3% blight +3% acid ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Dimwalker the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% fire On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning Crit.chn- 5.00% Phys.save +3 (+2 eff.) Mind.save +6 (+3 eff.) Max.HP +40.00 HP.reg +4.00 Silence- +20% 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 | Thunderenvy (3 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% acid Res.pen +5% acid ----- def ----- Armour +13 Defense +3 (+2 eff.) Fatigue +7% Resists +6% lightning +10% darkness +12% blight +17% cold +3% acid Phys.save +6 (+3 eff.) ---------- misc Light +2 A suit of armour made of mail. |
Inventory
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: Focus Lens0.1 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: Saw Projector0.1 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. |
Shadowparry0.1 T2 ring jewelry [Random Unique] Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +7 (+4 eff.) Mov.spd +13% Dmg.mod +5% all Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Defense +6 (+3 eff.) Resists +3% blight +3% fire +9% nature Phys.save +8 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+4 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Layesemina4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +5 lightning On Crit.r2 +12 arcane Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% lightning Res.pen +7% physical +5% mind +5% all Acc +8 (+3 eff.) Apr +6 Melee Ret 2 arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Boltrock (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning +6% darkness Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 32.22 to 40.28 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Turyldil (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +13% nature +12% lightning ----- def ----- Resists +18% lightning +6% light +11% darkness +13% mind +3% acid +25% nature +9% all Phys.save +11 (+6 eff.) Spell.save +12 (+7 eff.) Mind.save +22 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arybeth the Shadewrither (0 def, 5 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% darkness Acc +10 (+3 eff.) ----- def ----- Armour +5 Fatigue +1% Resists +3% physical +6% cold ---------- misc Stam/turn +1.00 Breathe water A cap made of leather. |
Glowpeal (2 def, 16 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: ----- def ----- Armour +16 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +3% light +6% cold +9% fire +3% nature +17% lightning ---------- misc Breathe water A suit of armour made of mail. |
153 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
simple frost salve [power 9] simple frost salve [power 9]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 92% efficiency and 50% cooldown modifier. Remove 1 physical effects and grants a frost aura (9% 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 92% efficiency and 50% cooldown modifier. Heal 117 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. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By DroedTURRET the Cornac Annihilator level 18
47th Dusk 122nd year of Ascendancy at 19:30 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DroedTURRET the Cornac Annihilator level 11
20th Dusk 122nd year of Ascendancy at 13:47 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By DroedTURRET the Cornac Annihilator level 10
1st Mirth 122nd year of Ascendancy at 13:33 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By DroedTURRET the Cornac Annihilator level 20
60th Dusk 122nd year of Ascendancy at 16:40 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By DroedTURRET the Cornac Annihilator level 7
77th Pyre 122nd year of Ascendancy at 17:21 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By DroedTURRET the Cornac Annihilator level 16
37th Dusk 122nd year of Ascendancy at 12:48 see stats
Log
You collect a new ingredient: lump of steel (1).
You gain 2.02 gold from the melting of prismatic steel mail armour of spell shielding (2 def, 6 armour).
You gain 17.23 gold from the melting of hardened leather gloves 'Floequench' (0 def, 2 armour).
You gain 19.24 gold from the melting of Dairudunahell (0 def, 2 armour).
You collect a new ingredient: lump of steel (1).
You gain 15.12 gold from the melting of Beilach the Dawnpulverizer (0 def, 2 armour).
You gain 0.07 gold from the melting of woollen robe (0 def, 0 armour).
You gain 1.28 gold from the melting of spellwoven woollen robe of the mind (+10%) (0 def, 0 armour).
You gain 3.90 gold from the melting of Silk Current (12 def, 0 armour).
You gain 12.05 gold from the melting of Emelatta (0 def, 6 armour).
You collect a new ingredient: lump of steel (1).
You gain 16.01 gold from the melting of Growtaint the steel waraxe (110% power, 3 apr).
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 steel (1).
You gain 2.06 gold from the melting of steel steamsaw of persecution (104% power, 0 apr).
You collect a new ingredient: lump of steel (1).
You gain 1.45 gold from the melting of icy steel steamsaw (112% power, 0 apr).
You gain 3.51 gold from the melting of shimmering elm magestaff of warding (100% power, 2 apr, cold element).
You gain 2.01 gold from the melting of earthen ash magestaff (111% power, 3 apr, fire element).
You collect a new ingredient: lump of steel (1).
You gain 1.99 gold from the melting of arcing steel mace of erosion (105% power, 3 apr).
You collect a new ingredient: lump of steel (1).
You gain 2.99 gold from the melting of steel greatmaul of crippling (129% power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 5.30 gold from the melting of balanced steel battleaxe of daylight (122% power, 2 apr).
You gain 3.07 gold from the melting of marksman's steel ring of arcana (+0.15/turn).
There is a way to the previous level here (press '' or right click to use).
Saving game...
Saving done.














































































