Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Gunslinger |
| Level / Exp | 20 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Emelikira the brown bear at level 9 on the 4th Flare 122nd year of Ascendancy at 23:33 / 2Killed by Xerasetira the white ooze at level 20 on the 35th Dusk 122nd year of Ascendancy at 13:08 |
Primary Stats
| Strength | 31 (base 10) |
| Dexterity | 60 (base 29) |
| Constitution | 40 (base 40) |
| Magic | 15 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 59.2 (base 27) |
Resources
| Life | -134/606 |
| Healing Factor | 0.40610237685405 |
| Regeneration | 5.5026872063724 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +3.9968028886506E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 63 |
| Crit Chance | 24% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 63 |
| Crit Chance | 24% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 18% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 29 (38.536585365854%) |
| Defense | 46 |
| Ranged Defense | 50 |
| Fatigue | 3.669446550417 |
| Physical Save | 48 |
| Spell Save | 24 |
| Mental Save | 33 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 27% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 24% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. 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 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 80% efficiency and cooldown mod of 66%. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 539% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 577% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Agile Gunner |
| talent | Automated Cloak Tessellation |
| beneficial effect | The target is near a font of life, granting +12.50 life regeneration, -1.99 equilibrium regeneration, +1.99 stamina regeneration and +1.99 psi regeneration. (Only living creatures benefit.) Font of Life |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 2.00 nature damage per turn and decreasing all heals received by 18%. Insidious Poison |
| beneficial effect | Increases defense by 13. Mobile Defense |
| detrimental effect | The target's has a cursed wound, reducing healing by 62%. Cursed Wound |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved Cunning by +2. | 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
Equipment
| On feet | pair of rough leather boots 'Isuwyn' (0 def, 2 armour) pair of rough leather boots 'Isuwyn' (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +5 Str / +7 Dex / +3 Cun / +8 Lck Stealth bonus: +5 Light radius: +3 Infravision radius: +2 A pair of boots made of leather. |
| Quiver | thought-forged pouch of dwarven-steel shots (19/19, 33.5-40.2 power, 3 apr) thought-forged pouch of dwarven-steel shots (19/19, 33.5-40.2 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 Turns elapse between self-loadings: 6 On weapon hit: * 18% chance to cause random gloom Damage (Ranged): +5 mind When wielded/worn: Talent granted: +2 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Growwalker the brass lantern Growwalker the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +9% nature Changes resistances penetration: +5% acid Changes damage: +21% acid / +3% nature Maximum life: +44.00 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 | Saleldanne (0 def, 6 armour) Saleldanne (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +7 Armour: +6 Fatigue: +1% Changes stats: +6 Str / +5 Dex / +4 Cun Changes resistances: +3% physical Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 A cap made of leather. |
| On hands | Daimiroddadir the Strikesteel (6 def, 1 armour) Daimiroddadir the Strikesteel (6 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes damage: +9% physical Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% Stamina each turn: +0.60 Maximum life: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | supercharged iron torque of psychoportation [power 24] (36 cooldown) supercharged iron torque of psychoportation [power 24] (36 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 24), putting all charms on cooldown for 36 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's gold ring of misery marksman's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +4 Cun / +5 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | copper ring of misery copper ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| Around neck | clarifying steel amulet of dexterity (+4) clarifying steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +12% mind Confusion immunity: +24% Amulets can have magical properties. |
| In main hand | ranger's iron steamgun of fire ranger's iron steamgun of fire Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +7 On weapon hit: * shock your foe dealing 26 damage and draining some of their resources Travel speed: +600% Damage (Ranged): +7 fire Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Dex Changes damage: +8% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Emana Emana Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +2.0% Physical power: +8 (+3 eff.) Defense: +10 (+4 eff.) Ranged Defense: +6 (+2 eff.) Physical save: +30 (+10 eff.) Life regen: +0.80 Only die when reaching: -80.00 life Maximum life: +74.00 Slows Projectiles: +10% A belt that goes around your waist. |
| In off hand | Polewyn Polewyn Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 On weapon hit: * shock your foe dealing 22 damage and draining some of their resources On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +5 nature Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Dex Changes resistances: +9% blight Changes resistances penetration: +5% nature / +10% physical Changes damage: +8% physical Spell save: +7 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | linen cloak 'Breguroddarain' (2 def, 7 armour) linen cloak 'Breguroddarain' (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +7 Defense: +2 (+1 eff.) Changes stats: +6 Str Changes resistances: +12% cold Changes resistances penetration: +10% temporal Changes damage: +12% physical Stamina each turn: +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Zubarinne the cured leather armour (3 def, 13 armour) Zubarinne the cured leather armour (3 def, 13 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 20 physical Changes stats: +4 Str / +5 Dex / +5 Mag / +8 Wil / +10 Cun Changes resistances: +17% lightning / +3% mind Physical save: +4 (+1 eff.) Spell save: +10 (+5 eff.) Mental save: +13 (+7 eff.) Disarm immunity: +5% Maximum life: +33.00 A suit of armour made of leather. |
Inventory
steam generator implant of the titan (steam 9) steam generator implant of the titan (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Gara the hardened leather sling Gara the hardened leather slingRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Burst (radius 2) on crit: +8 blight When wielded/worn: Changes stats: +5 Wil Changes resistances: +6% blight Changes resistances penetration: +15% arcane / +13% physical Changes damage: +16% physical Spell save: +15 (+8 eff.) Spell crit. chance: +2% Slings are used to hurl stones or metal shots at your foes. |
Khelederak KhelederakRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 20% chance to cause random gloom Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Slings are used to hurl stones or metal shots at your foes. |
Liserialdaba the hardened leather sling Liserialdaba the hardened leather slingRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +8 Travel speed: +200% Damage (Ranged): +14 fire When wielded/worn: Changes resistances: +9% acid Changes damage: +18% fire Physical save: +12 (+4 eff.) Pinning immunity: +5% Slings are used to hurl stones or metal shots at your foes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
linen cloak 'Chamadin' (10 def, 0 armour) linen cloak 'Chamadin' (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +5 Str Changes resistances: +5% arcane Physical save: +9 (+3 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. |
Smolderusher (0 def, 0 armour) Smolderusher (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +6% acid / +11% darkness / +11% mind / +3% cold / +9% fire / +5% arcane / +6% lightning Changes resistances penetration: +15% fire Physical save: +11 (+4 eff.) Spell save: +11 (+6 eff.) Mental save: +22 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 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. |
iron gauntlets of archery (0 def, 1 armour) iron gauntlets of archery (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Armour: +1 Changes stats: +3 Cun / +3 Dex 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: 8 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). Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dourstreak the rough leather hat (0 def, 1 armour) Dourstreak the rough leather hat (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 mind Changes stats: +4 Cun Changes resistances: +6% lightning / +6% temporal Changes damage: +6% darkness Grants telepathy: Dragon Humanoid/Orc Heals friendly targets nearby when you use a nature summon: +30 A hat made of leather. Very stylish. |
rough leather cap 'Emelilaith' (0 def, 1 armour) rough leather cap 'Emelilaith' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Changes stats: +5 Cun Changes resistances: +8% cold Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Allows you to breathe in: water Critical mult.: +5.00% Mental crit. chance: +3% A cap made of leather. |
6 agate 6 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. |
67 alchemist agate 67 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. |
iron pickaxe of endurance (dig speed 36 turns) 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: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (66 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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), 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 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 9] simple frost salve [power 9]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 80% efficiency and 66% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (9% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 110] simple healing salve [power 110]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 80% efficiency and 66% cooldown modifier. It can be used to heal 110, putting Talent Medical Injector on cooldown for 15 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), costing 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. |
Aerama [power 25] (20 cooldown) Aerama [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +9% blight / +2% physical Blindness immunity: +15% Stun/Freeze immunity: +10% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Weepfurnace the steel torque of charged psionic shield [power 43] (20 cooldown) Weepfurnace the steel torque of charged psionic shield [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% nature Maximum wards: +1 physical / +2 mind / +1 darkness Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 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
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Pewpewpew the Cornac Gunslinger level 10
5th Flare 122nd year of Ascendancy at 08:49 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Pewpewpew the Cornac Gunslinger level 20
35th Dusk 122nd year of Ascendancy at 11:59 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Pewpewpew the Cornac Gunslinger level 12
2nd Dusk 122nd year of Ascendancy at 15:00 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Pewpewpew the Cornac Gunslinger level 11
10th Flare 122nd year of Ascendancy at 14:17 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Pewpewpew the Cornac Gunslinger level 18
27th Dusk 122nd year of Ascendancy at 17:26 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Pewpewpew the Cornac Gunslinger level 9
4th Flare 122nd year of Ascendancy at 23:33 see stats
Log
Pewpewpew's Shoot killed Green ooze!
Insidious Poison from Gloryreba the warg hits Pewpewpew for (1 resist armour), 0 nature (0 total damage).
Talent Infusion: Movement is ready to use.
Insidious Poison from Gloryreba the warg hits Pewpewpew for (2 resist armour), 0 nature (0 total damage).
Bethuradatira the giant venus flytrap's creeping dark hits Pewpewpew for (26 resist armour), 0 darkness (0 total damage).
Shadow misses Pewpewpew.
Pewpewpew is moving less freely.
Pewpewpew has regained its confidence.
Insidious Poison from Gloryreba the warg hits Pewpewpew for (2 resist armour), 0 nature (0 total damage).
Pewpewpew shoots!
Bethuradatira the giant venus flytrap's creeping dark hits Pewpewpew for (26 resist armour), 0 darkness (0 total damage).
Pewpewpew's Shoot hits Shadow for 157 physical damage.
Pewpewpew deflects the projectile from Something to the northeast!
Pewpewpew deflects the projectile from Something to the northeast!
Pewpewpew deflects the projectile from Something to the north!
Pewpewpew deflects the projectile from Something to the north!
Pewpewpew's Shoot killed Shadow!
Talent Strafe is ready to use.
Insidious Poison from Gloryreba the warg hits Pewpewpew for (2 resist armour), 0 nature (0 total damage).
Bethuradatira the giant venus flytrap's Psyshot strikes Pewpewpew in the darkness (+12% damage).
Bethuradatira the giant venus flytrap strikes Pewpewpew in the darkness (+12% damage).
Pewpewpew hits Bethuradatira the giant venus flytrap for 26 physical damage.
Bethuradatira the giant venus flytrap's Psyshot hits Pewpewpew for (26 resist armour), 142 mind, (6 resist armour), 0 nature, (10 resist armour), 0 cold (142 total damage).
Bethuradatira the giant venus flytrap hits Pewpewpew for (21 resist armour), 0 mind (0 total damage).
Pewpewpew is no longer being stalked by Gloryreba the warg.
Saving game...
