



















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:
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! 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 | Normal Exploration |
| Sex | Female |
| Race | Doomelf |
| Class | Annihilator |
| Level / Exp | 20 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by Emelireth the elven tempest at level 6 on the 78th Pyre 122nd year of Ascendancy at 11:00 / 6Killed by Aurodma the krog at level 11 on the 44th Dusk 122nd year of Ascendancy at 09:05 Killed by Anenc the human at level 12 on the 61st Dusk 122nd year of Ascendancy at 13:29 Killed by Ianmir the halfling at level 14 on the 22nd Haze 122nd year of Ascendancy at 12:04 Killed by Bethudalrassra the sand-drake at level 16 on the 37th Haze 122nd year of Ascendancy at 01:00 Killed by netherworm mass at level 19 on the 22nd Regrowth 123rd year of Ascendancy at 18:04 |
Primary Stats
| Strength | 47 (base 20) |
| Dexterity | 85 (base 34) |
| Constitution | 45 (base 14) |
| Magic | 29 (base 10) |
| Willpower | 33 (base 10) |
| Cunning | 98 (base 44) |
Resources
| Life | 509/509 |
| Steam | 100/100 |
| Healing Factor | 1.2511689881047 |
| Regeneration | 1.5639612351308 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 52 |
| Crit Chance | 37% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 52 |
| Crit Chance | 30% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Acid | +11% |
| Light | +29% |
| Cold | +3% |
Offense: Damage Penetration
| Physical | +6% |
Defense: Base
| Armour (hardiness) | 42 (30%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 3 |
| Physical Save | 32 |
| Spell Save | 23 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Light | + 33%( 70%) |
| Nature | + 5%( 70%) |
| Darkness | + 12%( 70%) |
| Cold | + 5%( 70%) |
| Fire | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 70% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
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 10.0 steam per turn. Can be activated for an instant burst of 50 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 148% efficiency and cooldown mod of 92%. Its effects scale with your Dexterity 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 154% efficiency and cooldown mod of 82%. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Exoskeleton |
| talent | Rocket Pod |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 24% and triggers a radius 4 conal explosion dealing 33% 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
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 lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by white crystal. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved Cunning 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 Willpower 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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: 29. | 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 within4 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 | dreamer's pair of iron boots of phasing (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag / +6 Wil / +3 Cun Talent granted: +3 Rocket Boots Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of steel shots (21/21, 28-34 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 28.0 - 33.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +10.5% Capacity: 21 On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Talent granted: +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | FreezewalkerCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +5 Defense: +6 (+2 eff.) Changes stats: +5 Con Changes damage: +3% cold Light radius: +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. |
| On head | Malethad the Dawnpride (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +10 Dex / +5 Cun / +4 Con Changes resistances: +12% light / +9% fire Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 A cap made of leather. |
| On hands | Gunyzilavor the hardened leather gloves (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Armour: +3 Damage (Melee): 9 light Changes stats: +2 Str / +5 Dex / +5 Cun Changes resistances: +9% light Changes damage: +6% light Talent granted: +2 Iron Grip Critical mult.: +5.00% Reduces incoming crit damage: 10.00% Disarm immunity: +70% Mana each turn: +0.10 Psi when hit: +0.12 Spellpower: +5 (+2 eff.) Spell crit. chance: +6% When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 3). When this weapon hits: Searing Light (20% chance level 3). Damage (Melee): +6 arcane It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's steel ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +3 Cun Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
| On fingers | sneakthief's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Damage (Melee): 13 light Damage (Ranged): 10 light Changes stats: +5 Dex / +3 Mag / +6 Cun Changes damage: +11% light Rings make your fingers look great! |
| Around neck | wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +7 Dex / +6 Cun / +6 Con Life regen: +1.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
| In main hand | enhanced voratun steamgun of cunning (+5) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 1) on hit: +36 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Str / +6 Dex / +4 Mag / +6 Wil / +10 Cun / +7 Con Changes resistances penetration: +6% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. |
| Around waist | Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Slows Projectiles: +15% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | swashbuckler's stralite steamsaw of the stars (30-44 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 29.5 - 44.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +67 On weapon hit: * chills your foe dealing 22 damage and slowing them by one tenth of a turn Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +13 light / +13 darkness When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +6 Defense: +9 (+3 eff.) Fatigue: +10% Changes stats: +2 Str / +4 Dex / +2 Mag / +2 Cun Changes resistances: +12% light / +12% darkness Changes damage: +12% light / +11% darkness Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | enveloping linen cloak of Eldoral (8 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +5% nature / +5% cold Physical save: +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour of the hero (7 def, 17 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +17 Defense: +7 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 30 physical Changes stats: +4 Str / +6 Dex / +5 Mag / +4 Wil / +6 Cun Maximum life: +30.00 A suit of armour made of leather. |
Inventory
schematic: Acid GrooveRequires: - 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: Antimagic 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. |
2 schematic: Armour ReinforcementRequires: - 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. |
3 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: Iron GripRequires: - 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: Mental StimulatorRequires: - 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: Saw ProjectorRequires: - 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: SteamgunRequires: - 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: Winterchill EdgeRequires: - 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. |
blurring rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Changes resistances: +6% blight Stealth bonus: +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
impenetrable stralite mail armour of cold resistance (4 def, 17 armour)Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +22% cold A suit of armour made of mail. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 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. |
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. |
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 267] potent healing salve [power 267]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 148% efficiency and 92% cooldown modifier. It can be used to heal 267 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent water salve [power 20] potent water salve [power 20]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 148% efficiency and 92% cooldown modifier. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (20% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 330] powerful healing salve [power 330]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 148% efficiency and 92% cooldown modifier. It can be used to heal 330 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 17] simple frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 148% efficiency and 92% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 203] simple healing salve [power 203]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 148% efficiency and 92% cooldown modifier. It can be used to heal 203 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. |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Armour Penetration: +8 Crit. chance: +8.0% Tinkers can be attached to normal items to improve them with steam 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. |
4 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. |
4 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 Gyzmoe the Doomelf Annihilator level 11
8th Dusk 122nd year of Ascendancy at 09:50 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Gyzmoe the Doomelf Annihilator level 17
2nd Decay 122nd year of Ascendancy at 20:44 see stats
Hell has no fury like a demon scorned! (Exploration mode)
Escaped the Searing Halls.By Gyzmoe the Doomelf Annihilator level 5
77th Pyre 122nd year of Ascendancy at 11:56 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 Gyzmoe the Doomelf Annihilator level 20
23rd Regrowth 123rd year of Ascendancy at 13:19 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Gyzmoe the Doomelf Annihilator level 10
9th Mirth 122nd year of Ascendancy at 19:30 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Gyzmoe the Doomelf Annihilator level 20
22nd Regrowth 123rd year of Ascendancy at 22:33 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Gyzmoe the Doomelf Annihilator level 18
6th Allure 123rd year of Ascendancy at 10:13 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Gyzmoe the Doomelf Annihilator level 11
1st Summertide 122nd year of Ascendancy at 01:04 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Gyzmoe the Doomelf Annihilator level 15
32nd Haze 122nd year of Ascendancy at 20:32 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Gyzmoe the Doomelf Annihilator level 16
37th Haze 122nd year of Ascendancy at 15:39 see stats
Log
You gain 1.52 gold from the transmogrification of mindweaver's copper amulet.
You gain 3.43 gold from the transmogrification of restful steel amulet of healing.
You gain 8.23 gold from the transmogrification of restful steel amulet of soulsearing.
You gain 8.44 gold from the transmogrification of serendipitous steel amulet of manastreaming.
You gain 7.38 gold from the transmogrification of warrior's gold amulet of manastreaming.
You gain 1.10 gold from the transmogrification of marksman's copper ring.
You gain 16.00 gold from the transmogrification of 4 agate.
You gain 20.00 gold from the transmogrification of 5 spinel.
You gain 28.25 gold from the transmogrification of 4 opal.
You gain 43.82 gold from the transmogrification of 6 topaz.
You gain 20.00 gold from the transmogrification of 5 ametrine.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Your rod of recall glows brightly for a moment.
Saving game...
You transfer enhanced voratun steamgun of cunning (+4) from the online item's vault.
Saving done.
Gyzmoe wears (replacing mighty steel steamgun of enduring ): enhanced voratun steamgun of cunning (+4).
You detach good thunderclap coating from your mighty steel steamgun of enduring.
You attach good thunderclap coating to your enhanced voratun steamgun of cunning (+5) .
You collect a new ingredient: lump of steel (1).
You gain 2.47 gold from the melting of mighty steel steamgun of enduring.
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
Gyzmoe activates Rocket Pod.

















































































