















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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:
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! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Doomelf |
| Class | Psyshot |
| Level / Exp | 21 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Mayenn the lesser vampire at level 18 on the 72nd Haze 122nd year of Ascendancy at 11:59 / 3Killed by snow giant thunderer at level 20 on the 45th Regrowth 123rd year of Ascendancy at 07:36 Killed by Silenne the Guardian at level 21 on the 66th Regrowth 123rd year of Ascendancy at 18:19 |
Primary Stats
| Strength | 24 (base 18) |
| Dexterity | 69 (base 32) |
| Constitution | 27 (base 11) |
| Magic | 22 (base 10) |
| Willpower | 70 (base 32) |
| Cunning | 66.6 (base 29) |
Resources
| Life | 380/380 |
| Psi | 150/150 |
| Steam | 100/100 |
| Healing Factor | 1.1386945338483 |
| Regeneration | 0.28467363346207 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 64 |
| Crit Chance | 35% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 65 |
| Crit Chance | 30% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +16% |
| Mind | +11% |
| Light | +21% |
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 26 |
| Mental Save | 34 |
Defense: Resistances
| Darkness | + 27%( 70%) |
| Temporal | + 22%( 70%) |
| Nature | + 26%( 70%) |
| Lightning | + 37%( 70%) |
| Fire | + 22%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Stun Resistance | 53% |
| Poison Resistance | 50% |
| Silence Resistance | 22% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Willpower 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 135% efficiency and cooldown mod of 61%. Its effects scale with your Willpower 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 148% efficiency and cooldown mod of 88%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Thoughts of iron | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Gestalt |
| talent | Molten Iron Blood |
| beneficial effect | Steampower increased by 23. Gestalt |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
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 Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Cunning 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 have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 13. | 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. | 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 within3 lumberjacks have died. | 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 | undeterred pair of rough leather boots of disengagement (0 def, 2 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Cun / +4 Dex Talent granted: +2 Rocket Boots Silence immunity: +22% Confusion immunity: +22% Stun/Freeze immunity: +23% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Quiver | barbed pouch of dwarven-steel shots (15/15, 36-43 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.0 - 43.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +12.0% Capacity: 15 On weapon crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Talent granted: +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +4 Wil Changes resistances: +6% fire Changes damage: +5% mind Light radius: +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 | Eremuhell the Puredare (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +1 (+1 eff.) Damage when hit (Melee): 2 nature Changes stats: +4 Wil Changes resistances: +6% lightning / +5% temporal Changes damage: +9% light / +3% mind / +6% nature Light radius: +5 A pointy cloth hat, very wizardly... |
| On hands | Aeroba (0 def, 5 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +2 Armour: +5 Damage when hit (Melee): 4 mind Changes stats: +4 Dex Changes resistances: +9% darkness Talent granted: +2 Toxic Cannister Launcher Pinning immunity: +10% When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | piercing yew wand of lightning storm [power 278] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 55 lightning damage and will be dazed for 1 turn (278 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Berain the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Dex / +7 Con Changes damage: +3% mind Rings make your fingers look great! |
| On fingers | sneakthief's gold ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Damage (Melee): 12 light Damage (Ranged): 17 light Changes stats: +7 Dex / +4 Mag / +7 Cun Changes damage: +12% light Rings make your fingers look great! |
| Around neck | serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+3 eff.) Changes stats: +6 Lck Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
| In main hand | steel steamgun of true flight Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +8 On weapon hit: * shock your foe dealing 27 damage and draining some of their resources Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +5.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | noble's rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +5 Cun / +4 Wil Damage against: +15% Summoned Reduced damage from: +19% Summoned A belt that goes around your waist. |
| In off hand | Serpent's Glare (7-7 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison Damage against: +35% Undead / +35% Demon / +35% Horror When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 230.14 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | murderer's linen cloak of Iron Throne (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: +18% lightning Stun/Freeze immunity: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe 'Ravenspawner' (3 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 27% Changes stats: +5 Str / +8 Dex / +5 Mag / +9 Wil / +5 Cun / +5 Con Changes resistances: +3% darkness / +7% all Physical save: +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +10% mind Confusion immunity: +26% Amulets make your neck look great! |
rogue's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +28% Life regen: +1.00 Rings make your fingers look great! |
warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.steel waraxe of projection (13-18 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Xuranne (2 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +2 Cun Changes resistances: +18% cold Changes resistances penetration: +25% arcane Mana each turn: +0.16 Spellpower: +30 (+15 eff.) See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morbuscrack the hardened leather gloves (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Changes stats: +2 Str / +3 Wil / +3 Con Changes resistances penetration: +15% nature Talent mastery: +0.20 Technique / Grappling Critical mult.: +10.00% Disarm immunity: +50% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When used to modify unarmed attacks: Base power: 15.5 - 17.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
bladed rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +3 Con It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 53.7 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
catburglar's hardened leather hat of dexterity (+9) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +9 Dex Changes resistances: +12% darkness Infravision radius: +2 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.hardened leather hat 'Tundrafoe' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +3 Con Changes resistances penetration: +10% acid / +25% cold Changes damage: +3% cold Critical mult.: +10.00% A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Beremabers the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes stats: +6 Cun / +2 Con Changes resistances: +6% fire Changes damage: +3% mind / +3% physical Critical mult.: +5.00% Only die when reaching: -60.00 life Light radius: +3 Infravision radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +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 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) Activation costs 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. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Activation costs 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. |
potent healing salve [power 247] potent healing salve [power 247]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 135% efficiency and 61% cooldown modifier. It can be used to heal 247 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful frost salve [power 22] powerful frost salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 135% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 306] powerful healing salve [power 306]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 135% efficiency and 61% cooldown modifier. It can be used to heal 306 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 15] simple frost salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 135% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 188] simple healing salve [power 188]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 135% efficiency and 61% cooldown modifier. It can be used to heal 188 Activation puts 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) Activation costs 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. |
good focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
ash totem of healing [power 194] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 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. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Ellie Mae the Doomelf Psyshot level 11
10th Flare 122nd year of Ascendancy at 06:44 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Ellie Mae the Doomelf Psyshot level 18
11st Regrowth 123rd year of Ascendancy at 21:41 see stats
Hell has no fury like a demon scorned! (Exploration mode)
Escaped the Searing Halls.By Ellie Mae the Doomelf Psyshot level 5
78th Pyre 122nd year of Ascendancy at 13:02 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ellie Mae the Doomelf Psyshot level 20
37th Regrowth 123rd year of Ascendancy at 19:59 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Ellie Mae the Doomelf Psyshot level 10
2nd Summertide 122nd year of Ascendancy at 12:37 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Ellie Mae the Doomelf Psyshot level 20
37th Regrowth 123rd year of Ascendancy at 19:11 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Ellie Mae the Doomelf Psyshot level 18
11st Regrowth 123rd year of Ascendancy at 23:41 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Ellie Mae the Doomelf Psyshot level 10
3rd Summertide 122nd year of Ascendancy at 08:56 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Ellie Mae the Doomelf Psyshot level 16
41st Haze 122nd year of Ascendancy at 02:01 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Ellie Mae the Doomelf Psyshot level 20
37th Regrowth 123rd year of Ascendancy at 20:36 see stats
Log
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Ellie Mae is not silenced anymore.
Talent Superconduction is ready to use.
Burning from Silenne the Guardian hits Ellie Mae for 3 fire damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Burning from Silenne the Guardian hits Ellie Mae for 3 fire damage.
Ellie Mae stops burning.
Resting starts...
Ellie Mae has finished recovering.
Talent Solidify Air is ready to use.
Talent Vitality is ready to use.
Rested for 22 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: hostile spotted to the south (red jelly)).
Ellie Mae uses Condensate.
Ellie Mae's mind surges with critical power!
Ellie Mae hits Red jelly for 400 fire damage.
Ellie Mae killed Red jelly!
Resting starts...
Talent Condensate is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).






























































































