



















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! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/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:
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 | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Sawbutcher |
| Level / Exp | 12 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton archer at level 12 on the 39th Profit 122nd year of Ascendancy at 07:35 / 1 |
Primary Stats
| Strength | 34 (base 29) |
| Dexterity | 18 (base 18) |
| Constitution | 16 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 40 (base 27) |
Resources
| Life | -83/380 |
| Steam | 69/100 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 0.26364428766363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 25 |
| Crit Chance | 10% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 25 |
| Crit Chance | 10% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Temporal | +4% |
| Lightning | +10% |
| Mind | +19% |
| Acid | +6% |
Offense: Damage Penetration
| Mind | +15% |
| Acid | +10% |
| Light | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 13 (38.594633868923%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 13 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 11%( 70%) |
| Physical | + 3%( 70%) |
| Cold | + 13%( 70%) |
| All | 0%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 9%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 80% |
| Stun Resistance | 21% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
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 5.2 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.4 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Strength 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 / Battlefield management | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Grinding Shield |
| beneficial effect | Reduces all damage taken by 20. Blocking |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by brown bear. Escort: lone alchemist (level 2 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. * You've found the needed ritch stinger. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 |
Equipment
| On feet | Yvewyn (0 def, 3 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +2% ----- def ----- Armour +3 Resists +6% nature +3% mind +3% light Die.at -60.00 life ---------- misc Infravis +2 Talents +1 Rocket Boots A pair of boots made of leather. |
| Quiver | Ebonywedge the pouch of iron shots (21/21, 13-16 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +9.0% Capacity 21 On Hit.r1 +16 fire On Crit.r2 +12 fire On Hit: * 20% chance to reduce damage dealt by 17% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 4/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 35.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 35.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Stormidol the rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +5% acid ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +5% cold +6% fire +6% mind +6% lightning ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A cap made of leather. |
| On hands | Dayworm the rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +4% temporal Res.pen +5% light On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +1 Resists +6% temporal Mind.save +6 (+3 eff.) Disarm- +60% ---------- misc Light +2 Talents +1 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | titan's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Phys.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | savior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +6 (+6 eff.) Mind.save +7 (+4 eff.) Max.HP +22.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
| Around neck | grounding steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +14% lightning Stun/Frz- +21% Amulets make your neck look great! |
| In main hand | Xeryda the iron steamsaw (16-25 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 16.5 - 24.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 On Hit: * splashes acid on your target dealing 17 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +1 Cun dps ---------- Dmg.mod +9% mind Res.pen +5% mind +5% acid ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +3% acid ---------- misc Talents +1 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! |
| Around waist | rough leather belt 'Xerabrewyn' 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+7 eff.) ----- def ----- Fatigue -4% Resists +3% physical +5% cold +7% fire Crit.dmg- 5.00% ---------- misc Max.enc +10 Equi/ret +0.08 A belt that goes around your waist. |
| In off hand | Cyraldawe the Chargebearer (16-24 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +8 On Hit: * splashes acid on your target dealing 20 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +1 Str dps ---------- Res.pen +5% lightning On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +9% fire +3% cold ---------- misc Infravis +2 Talents +1 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 | Heatstinger the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +6 Cun dps ---------- Res.pen +10% mind Melee Ret 6 fire ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cleansing cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +11% blight +16% fire +10% nature A suit of armour made of leather. |
Inventory
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
insulating copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% cold +12% fire Amulets make your neck look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +24% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
rogue's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +6 (+3 eff.) Resists +22% lightning Rings make your fingers look great! |
iron steamsaw 'Frozenwyrd' (9-14 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 9.0 - 13.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +9 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +9% acid +6% arcane Melee Ret 2 cold ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 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! |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+4 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
58 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 124] simple healing salve [power 124]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 124 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
powerful elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By 3eedet the Dwarf Sawbutcher level 10
13rd Profit 122nd year of Ascendancy at 07:37 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By 3eedet the Dwarf Sawbutcher level 6
18th Voratun 122nd year of Ascendancy at 12:57 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By 3eedet the Dwarf Sawbutcher level 6
10th Profit 122nd year of Ascendancy at 02:51 see stats
Log
Melee retaliation hits Skeleton archer for 6 fire damage.
Melee retaliation hits Skeleton archer for 6 fire damage.
Skeleton archer hits 3eedet for 5 physical damage.
Skeleton archer hits 3eedet for 4 physical damage.
Skeleton archer's Shoot hits 3eedet for 40 physical damage.
Skeleton archer is corroded.
Tempest of Metal misses Skeleton archer.
Tempest of Metal misses Skeleton archer.
Tempest of Metal misses Skeleton archer.
3eedet hits Skeleton archer for 66 physical, 6 temporal, 21 acid (93 total damage).
Tempest of Metal hits Skeleton archer for 16 physical damage.
Tempest of Metal killed Skeleton archer!
Skeleton archer shoots!
Skeleton archer shoots!
3eedet's demonfire area effect hits Skeleton archer for 14 fire damage.
3eedet's demonfire area effect hits 3eedet for 7 fire damage.
3eedet's demonfire area effect hits Skeleton archer for 14 fire damage.
Skeleton archer's Shoot hits 3eedet for 31 physical, 8 acid (39 total damage).
Skeleton archer's Shoot hits 3eedet for 42 physical damage.
3eedet activates Rocket Boots.
3eedet uses Block.
3eedet deactivates Rocket Boots.
Skeleton archer shoots!
Skeleton archer shoots!
3eedet's demonfire area effect hits Skeleton archer for 14 fire damage.
3eedet's demonfire area effect hits 3eedet for 7 fire damage.
3eedet's demonfire area effect hits Skeleton archer for 14 fire damage.
Skeleton archer's Shoot hits 3eedet for (20 blocked), 15 physical, (9 blocked), 0 acid (15 total damage).








































































