Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Hulk! 1.4.8 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.6.7Official 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:
Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Forbidden Cults 1.6.7Official 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 | Madness Roguelike |
Sex | Female |
Race | Hulk |
Class | Sawbutcher |
Level / Exp | 9 / 13% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1034 (base 15) |
Dexterity | 1017 (base 10) |
Constitution | 1024 (base 11) |
Magic | 1017 (base 10) |
Willpower | 1021 (base 10) |
Cunning | 1016 (base 13) |
Resources
Life | 103340/103340 |
Equilibrium | 20 |
Steam | 100/100 |
Healing Factor | 2.4138693467337 |
Regeneration | 24153.659457286 |
Speed
Mental | +1.2% |
Attack | +1.2% |
Movement | +8% |
Spell | +1.2% |
Global | +200.8% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 10 |
See Stealth | 179.88310783779 |
See Invisible | 179.88310783779 |
Offense: Mainhand
Damage | 535 |
Accuracy | 231 |
Crit Chance | 628% |
APR | 6 |
Speed | 0.99 |
Offense: Offhand
Damage | 260 |
Accuracy | 231 |
Crit Chance | 628% |
APR | 6 |
Speed | 0.99 |
Offense: Spell
Spellpower | 193 |
Crit Chance | 100% |
Speed | 0.98814229249012 |
Offense: Mind
Mindpower | 203 |
Crit Chance | 100% |
Speed | 0.98814229249012 |
Offense: Damage Bonus
Physical | +21% |
Temporal | +9% |
Blight | +18% |
Arcane | +24% |
Fire | +10% |
Cold | +15% |
Offense: Damage Penetration
Blight | +5% |
Physical | +10% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 27.28 (74.117647058824%) |
Defense | 213 |
Ranged Defense | 213 |
Fatigue | 0 |
Physical Save | 180 |
Spell Save | 179 |
Mental Save | 178 |
Defense: Resistances
Blight | + 31%( 70%) |
Arcane | + 26%( 70%) |
Mind | + 34%( 70%) |
All | + 22%( 70%) |
Lightning | + 37%( 70%) |
Physical | + 32%( 70%) |
Darkness | + 30%( 70%) |
Cold | + 45%( 70%) |
Fire | + 55%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
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: 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%. |
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
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Steamtech / Battle machinery | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.10 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.40 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Steamtech / Physics | 1.40 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Effects
talent | Elemental Harmony |
beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (6.2 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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. | failed |
You failed to protect the injured seer from death by Islogatira the ghoul. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lost warrior from death by white jelly. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by blue jelly. Escort: worried loremaster (level 4 of Dreadfell) | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Equipment
On feet | Dairyzor the pair of dwarven-steel boots (0 def, 9 armour) Dairyzor the pair of dwarven-steel boots (0 def, 9 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +34 (+3 eff.) Armour: +9 Fatigue: +3% Changes stats: +6 Str Changes resistances: +9% mind Talent granted: +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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 | hardened leather hat 'Belavea' (0 def, 4 armour) hardened leather hat 'Belavea' (0 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +20 (+2 eff.) Armour: +4 Fatigue: +3% Changes stats: +8 Dex Changes resistances penetration: +10% physical Changes damage: +6% arcane / +15% physical A hat made of leather. Very stylish. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+1 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 10 power out of 35/35) : Effective talent level: 3.0 Power cost: 10 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 265 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | pixie's steel ring pixie's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Mag Spellpower: +7 (+1 eff.) Rings can have magical properties. |
Around waist | Shiverburst the hardened leather belt Shiverburst the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +10% fire / +5% arcane / +29% cold Changes damage: +15% cold / +9% temporal A belt that goes around your waist. |
In main hand | Unlightspawner the dwarven-steel steamsaw (21-31.5 power, 0 apr) Unlightspawner the dwarven-steel steamsaw (21-31.5 power, 0 apr)Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 21.0 - 31.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +50 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 59 On weapon crit: * Wound the target dealing 566 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 mind Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +10.0% Physical power: +8 (+1 eff.) Armour: +5 Defense: +7 (+1 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce damage dealt by 61% Changes resistances: +6% mind Changes resistances penetration: +5% mind / +5% blight Changes damage: +18% blight 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! |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 13 power out of 24/24) : Effective talent level: 2.0 Power cost: 13 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 1761.36 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
In off hand | Neridhera the dwarven-steel steamsaw (19-28.5 power, 0 apr) Neridhera the dwarven-steel steamsaw (19-28.5 power, 0 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Base power: 19.0 - 28.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +41 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 (+1 eff.) Armour: +5 Defense: +7 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 2 blight Changes resistances: +19% lightning Maximum wards: +5 lightning / +5 temporal / +5 darkness / +5 fire / +5 nature / +4 blight / +5 cold / +4 arcane / +5 light Changes damage: +18% arcane Talents granted: +1 Ward +2 Block Maximum vim: +30.00 Spell crit. chance: +2% 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 | Drasta (2 def, 0 armour) Drasta (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 59 Changes stats: +5 Mag / +2 Wil / +1 Cun Changes resistances: +12% blight Reduces incoming crit damage: 5.00% Spell save: +3 (+0 eff.) Damage Shield penetration: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Bikini (0 def, 0 armour) Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
schematic: Razor Edge schematic: Razor 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. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+2 eff.) Spellpower: +20 (+2 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 515 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
iron steamsaw (9.5-14.25 power, 0 apr) iron steamsaw (9.5-14.25 power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 9.5 - 14.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +12 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Fatigue: +4% Talent granted: +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! |
iron steamsaw (12-18 power, 0 apr) iron steamsaw (12-18 power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 12.0 - 18.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +8 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Fatigue: +4% Talent granted: +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! |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour) scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +3 (+0 eff.) A pair of boots made of leather. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat of fire (+18%) (2 def, 0 armour) cashmere wizard hat of fire (+18%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +18% fire Changes damage: +12% fire A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
49 alchemist agate 49 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald 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. |
Scrying Orb 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 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) 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. |
garnet 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 (3/3) Rod of Recall (3/3)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 104 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 15] simple frost salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% 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 13 turns. Medical salve. |
simple healing salve [power 191] simple healing salve [power 191]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 191 Activation puts Talent Medical Injector on cooldown for 8 turns. Medical salve. |
Transmogrification Chest 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. |
Achievements
By Master Rush the Hulk Sawbutcher level 8
8th Mirth 122nd year of Ascendancy at 04:46 see stats
By Master Rush the Hulk Sawbutcher level 9
4th Flare 122nd year of Ascendancy at 18:57 see stats
By Master Rush the Hulk Sawbutcher level 6
8th Mirth 122nd year of Ascendancy at 00:23 see stats
By Master Rush the Hulk Sawbutcher level 1
7th Mirth 122nd year of Ascendancy at 05:32 see stats
By Master Rush the Hulk Sawbutcher level 7
8th Mirth 122nd year of Ascendancy at 00:27 see stats
By Master Rush the Hulk Sawbutcher level 6
8th Mirth 122nd year of Ascendancy at 00:27 see stats
Log
Today is the 2nd Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Today is the 3rd Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:53.
Today is the 4th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
Ran for 2 turns (stop reason: interesting character).
Accepted quest 'An apprentice task'! (Press 'j' to see the quest log)
As the apprentice touches the staff he begins to scream, flames bursting out of his mouth. Life seems to be drained away from him, and in an instant he collapses in a lifeless husk.
Quest 'An apprentice task' is failed! (Press 'j' to see the quest log)
New Achievement: Burnt to the ground (Madness (Roguelike) difficulty)!
Today is the 5th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Today is the 6th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:26.
Today is the 7th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:33.
Today is the 8th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:53.
Today is the 9th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:00.
Today is the 10th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:20.
There is a Zigur (Town) here (press '' or right click to use).
Today is the 1st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Today is the 2nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Master Rush deactivates Elemental Harmony.