Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Disable Sawbutcher Rares 1.4.5Removes the sawbutcher class from random generated npcs. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Psyshot |
| Level / Exp | 13 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Arch-Merchant Kaltor at level 13 on the 32nd Retaking 124th year of Ascendancy at 15:36 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 26 (base 29) |
| Constitution | 16 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 20 (base 15) |
| Cunning | 31 (base 30) |
Resources
| Life | -5/332 |
| Psi | 97/100 |
| Healing Factor | 0.89 |
| Regeneration | 1.4685 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 41 |
| Crit Chance | 12% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 39 |
| Crit Chance | 13% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 8% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 11 |
| Physical Save | 11 |
| Spell Save | 17 |
| Mental Save | 20 |
Defense: Resistances
| All | + 17%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 30% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.9 steam per turn. Can be activated for an instant burst of 29 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 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Thoughts of iron | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Molten Iron Blood |
| talent | Gestalt |
| talent | Automated Cloak Tessellation |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Huge cut that bleeds, doing 12.00 physical damage per turn and decreasing all heals received by 24%. Deep Wound |
| detrimental effect | Huge cut that bleeds, doing 3.88 physical damage per turn. Bleeding |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | [vs. pair of rough leather boots (0 def, 1 armour) (On feet)] pair of rough leather boots (0 def, 1 armour)pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) A pair of boots made of leather. |
| Quiver | [vs. Spider's Fangs (15/20, 22-26.4 power, 8 apr) (Quiver)] Spider's Fangs (15/20, 22-26.4 power, 8 apr)Spider's Fangs (15/20, 22-26.4 power, 8 apr) Requires: - Dexterity 24 Infused by nature Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 22.0 - 26.4 Uses stats: 70% Dex, 50% Cun Damage type: Nature Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 (-) Physical crit. chance: +2.0% (-) Capacity: 20 (-) On weapon crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) When wielded/worn: Talents granted: +2.00(-) Explosive Shell Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
| Light source | [vs. scorching brass lantern of focus (Light source)] scorching brass lantern of focusscorching brass lantern of focus Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12(-) fire Changes stats: +4(-) Wil Changes resistances: +6%(-) fire Changes damage: +5%(-) mind Light 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. |
| On head | [vs. Helm of the Dominated (0 def, 9 armour) (On head)] Helm of the Dominated (0 def, 9 armour)Helm of the Dominated (0 def, 9 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) (-) Armour: +9 (-) Fatigue: +4% (-) Changes stats: +2(-) Str / +4(-) Mag / +2(-) Cun Talent masteries: +0.20(-) Race / Doomelf Mental save: +3 (+3 eff.) (-) Silence immunity: +30% (-) Spellpower: +10 (+8 eff.) (-) Light radius: -1 (-) Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
| Tool | [vs. woodsman's iron pickaxe (dig speed 38 turns) (Tool)] woodsman's iron pickaxe (dig speed 38 turns)woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-) Str Changes resistances: +10%(-) nature Changes damage: +5%(-) nature When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On hands | [vs. storm rough leather gloves (0 def, 1 armour) (On hands)] storm rough leather gloves (0 def, 1 armour)storm rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 6(-) lightning Changes resistances: +6%(-) lightning Changes damage: +3%(-) lightning Talents granted: +1.00(-) Sand Shredder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | [vs. insulating hardened leather belt of life (Around waist)] insulating hardened leather belt of lifeinsulating hardened leather belt of life Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7%(-) cold / +8%(-) fire Life regen: +1.40 (-) Healing mod.: +13% (-) A belt that goes around your waist. |
| In main hand | [vs. Talosis' Counterpoint (In main hand, 1 of 2)] Talosis' CounterpointTalosis' Counterpoint Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 (-) Attack speed: 100% (-) Firing range: +8 (-) On weapon hit: * splashes acid on your target dealing 18 damage and reducing their armor Travel speed: +600% (-) Damage (Ranged): +15(-) physical Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +5 (+1 eff.) (-) Physical crit. chance: +4.0% (-) Changes stats: +2(-) Con Talents granted: +3.00(-) Ceasefire It's said that Talosis never lost an argument. Now you know why. Tap to cycle through comparison choices |
| Main armor | [vs. spiked rough leather armour (1 def, 2 armour) (Main armor)] spiked rough leather armour (1 def, 2 armour)spiked rough leather armour (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (-) Damage when hit (Melee): 11(-) physical A suit of armour made of leather. |
| In off hand | [vs. Talosis' Counterpoint (In main hand, 1 of 2)] gifted mossy mindstar of the jelly (2-2.2 power, 12 apr, mind damage)gifted mossy mindstar of the jelly (2-2.2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2(+2.0 - +2.2) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+2) Physical crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-8) On weapon hit: - splashes acid on your target dealing 18 damage and reducing their armor + splashes acid on your target dealing 24 damage and reducing their armor Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-2) Con Changes damage: +2% acid Talent granted: +0(+-3) Ceasefire Equilibrium when hit: +0.50 Mindpower: +4 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Cloak | [vs. resilient linen cloak (1 def, 0 armour) (Cloak)] resilient linen cloak (1 def, 0 armour)resilient linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Maximum life: +33.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Sunstone (Around neck)] SunstoneSunstone Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10%(-) cold Changes damage: +10%(-) light / +10%(-) fire Steampower: +8 (+4 eff.) (-) Steam each turn: +1.00 (-) This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Inventory
[vs. Sunstone (Around neck)] steel amulet 'Yaralar'steel amulet 'Yaralar' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex / +1 Mag Changes resistances: +0%(-10%) cold Changes damage: +0%(-10%) light / +0%(-10%) fire Spellpower: +4 (+2 eff.) Spell crit. chance: +2% Steampower: +0 (+0 eff.) (-8 (-4 eff.)) Steam each turn: +0.00 (-1.00) Amulets can have magical properties. |
[vs. spiked rough leather armour (1 def, 2 armour) (Main armor)] linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +0% (-6%) Damage when hit (Melee): 0(-11) physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. spiked rough leather armour (1 def, 2 armour) (Main armor)] Noralen the woollen robe (0 def, 0 armour) =will +5=Noralen the woollen robe (0 def, 0 armour) =will +5= Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +0% (-6%) Damage when hit (Melee): 8 mind / 0(-11) physical Changes stats: +5 Wil / +5 Mag Changes resistances penetration: +10% mind Mana each turn: +0.10 Psi each turn: +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. spiked rough leather armour (1 def, 2 armour) (Main armor)] rejuvenating dwarven-steel plate armour of lightning resistance (5 def, 11 armour)rejuvenating dwarven-steel plate armour of lightning resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (+9) Defense: +5 (+5 eff.) (+4 (+4 eff.)) Fatigue: +24% (+18%) Damage when hit (Melee): 0(-11) physical Changes resistances: +17% lightning Life regen: +3.20 Stamina each turn: +0.50 A suit of armour made of metal plates. |
[vs. insulating hardened leather belt of life (Around waist)] rough leather belt of the giantsrough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +0%(-7%) cold / +0%(-8%) fire Spell save: +6 (+4 eff.) Life regen: +0.00 (-1.40) Healing mod.: +0% (-13%) Size category: +1 A belt that goes around your waist. |
[vs. pair of rough leather boots (0 def, 1 armour) (On feet)] scholar's pair of iron boots (0 def, 3 armour)scholar's pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% (+1%) Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Helm of the Dominated (0 def, 9 armour) (On head)] insulating linen wizard hat (1 def, 0 armour)insulating linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-5 eff.)) Armour: +0 (-9) Defense: +1 (+1 eff.) Fatigue: +0% (-4%) Changes stats: +0(-2) Str / +0(-4) Mag / +0(-2) Cun Changes resistances: +5% cold / +6% fire Talent mastery: +0.00(-0.20) Race / Doomelf Mental save: +0 (+0 eff.) (-3 (-3 eff.)) Silence immunity: +0% (-30%) Spellpower: +0 (+0 eff.) (-10 (-8 eff.)) Light radius: +0 (+1) A pointy cloth hat, very wizardly... |
agate 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
6 zircon 6 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. |
aquamarine 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 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 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. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 123] simple healing salve [power 123]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 123, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 335/400. 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. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Tower Detonator Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Achievements
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Psy Yeti the Kruk Yeti Psyshot level 12
31st Retaking 124th year of Ascendancy at 05:54 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Psy Yeti the Kruk Yeti Psyshot level 10
21st Retaking 124th year of Ascendancy at 02:38 see stats
Log
Psy Yeti starts to bleed.
Psy Yeti is stunned!
Psy Yeti is knocked back!
Arch-Merchant Kaltor's Evasive Shots hits Psy Yeti for (14 resist armour), 102 physical, (7 resist armour), 0 temporal, (9 resist armour), 0 nature, (1 resist armour), 0 physical (102 total damage).
Arch-Merchant Kaltor's Evasive Shots hits Psy Yeti for (14 resist armour), (29 absorbed), 75 physical, (7 resist armour), 0 temporal, (9 resist armour), 0 nature, (1 resist armour), 0 physical (75 total damage).
Lava floor burns Arch-Merchant Kaltor!
Arch-Merchant Kaltor strafes with his steamguns!
Lava floor burns Psy Yeti!
Arch-Merchant Kaltor hits Psy Yeti for (14 resist armour), 9 fire (9 total damage).
Arch-Merchant Kaltor hits Arch-Merchant Kaltor for 23 fire damage.
Psy Yeti receives 141 healing.
Bleeding from Arch-Merchant Kaltor hits Psy Yeti for (2 resist armour), 0 physical (0 total damage).
Arch-Merchant Kaltor's Strafe performs a ranged critical strike against Psy Yeti!
Psy Yeti shrugs off the critical damage!
Psy Yeti starts to bleed.
Psy Yeti is knocked back!
Arch-Merchant Kaltor's Strafe hits Psy Yeti for (14 resist armour), 70 physical, (7 resist armour), 0 temporal, (9 resist armour), 0 nature, (1 resist armour), 0 physical (70 total damage).
Arch-Merchant Kaltor's Strafe hits Psy Yeti for (14 resist armour), 96 physical, (4 resist armour), 0 temporal, (9 resist armour), 0 nature, (1 resist armour), 0 physical (96 total damage).
Lava floor burns Arch-Merchant Kaltor!
Arch-Merchant Kaltor strafes with his steamguns!
Lava floor burns Psy Yeti!
Arch-Merchant Kaltor hits Psy Yeti for (14 resist armour), 9 fire (9 total damage).
Arch-Merchant Kaltor hits Arch-Merchant Kaltor for 24 fire damage.
Psy Yeti uses Metalstar.
Bleeding from Arch-Merchant Kaltor hits Psy Yeti for (4 resist armour), 0 physical (0 total damage).
Deep Wound from Arch-Merchant Kaltor hits Psy Yeti for (12 resist armour), 0 physical (0 total damage).
Arch-Merchant Kaltor deactivates Fearscape.
Saving game...
