















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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 1.6.0Official 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:
Quick Drown NPCs AOE 1.5.10 Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.0Official 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 | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 13 / 25% |
Size | medium |
Lifes / Deaths | Killed by Xavea the degenerated skeleton archer at level 13 on the 33rd Haze 122nd year of Ascendancy at 22:54 / 1 |
Primary Stats
Strength | 9 (base 12) |
Dexterity | 8 (base 12) |
Constitution | 11 (base 12) |
Magic | 1 (base 12) |
Willpower | 31 (base 39) |
Cunning | 17 (base 24) |
Resources
Life | -9/300 |
Steam | 40/100 |
Equilibrium | 28 |
Psi | 0/121 |
Healing Factor | 0.80828729281766 |
Regeneration | 16.367817679558 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 4 |
See Invisible | 5 |
Offense: Mainhand
Damage | 34 |
Accuracy | 10 |
Crit Chance | 7% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 10 |
Crit Chance | 11% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Mind | +3% |
Nature | +10% |
Darkness | +4% |
Physical | +13% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Cold | +10% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 40.551211628464 (74.117647058824%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 27 |
Physical Save | 29 |
Spell Save | 27 |
Mental Save | 34 |
Defense: Resistances
Lightning | + 32%( 70%) |
Temporal | + 25%( 70%) |
Nature | + 31%( 70%) |
Fire | + 31%( 70%) |
Cold | + 42%( 70%) |
All | + 23%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Poison Resistance | 90% |
Blind Resistance | 32% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 493% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 4.0 steam per turn. Can be activated for an instant burst of 20 steam. |
Class Talents
Wild-gift / Mucus | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Dread | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 4/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Augmentation |
talent | Molten Iron Blood |
talent | Psiblades |
talent | Mitosis |
talent | Beyond the Flesh |
detrimental effect | The target is poisoned, taking 16.51 nature damage per turn. Deadly Poison |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
detrimental effect | Huge cut that bleeds, doing 37.00 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
detrimental effect | The target's mind and body is wasting away, reducing all stats by 12. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
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 |
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 successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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 precision. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 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.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed length of troll intestine. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() warbringer's dwarven-steel greatmaul of projection (41-61.5 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5(+35.0 - +54.9) Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-28) Crit. chance: +1.5% (-1.5%) Attack speed: 100% (-) On weapon hit: + Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Physical power: +9 (+4 eff.) Damage (Melee): 0(-4) mind / 0(-6) darkness Changes stats: +2 Con Changes resistances penetration: +10% physical Changes damage: +0%(-3%) mind / +0%(-4%) darkness Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Disarm immunity: +21% Maximum psi: +0.00 (-10.00) Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Mental crit. chance: +0% (-2%) Massive two-handed mauls. Tap to cycle through comparison choices |
Light source | ![]() brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 (-) 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 | ![]() Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Changes stats: +5(-) Str / +4(-) Wil / +5(-) Con Changes damage: +10%(-) physical Talent masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+6 eff.) (-) Spell save: +12 (+6 eff.) (-) Mental save: +12 (+6 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On feet | ![]() Rainqueller (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: -2% (-) Changes resistances penetration: +10%(-) cold Changes damage: +12%(-) acid / +6%(-) cold Maximum encumbrance: +20 (-) Physical save: +5 (+3 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 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. |
On hands | ![]() Assassin's Surprise (0 def, 4 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 (-) Damage (Melee): 10(-) poison Changes stats: +5(-) Cun Poison immunity: +20% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 6 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 19 addition nature damage over 3 turns (damage based on Cunning) Activation costs 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Around neck | ![]() savior's steel amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +14 (+7 eff.) (-) Spell save: +11 (+5 eff.) (-) Mental save: +11 (+5 eff.) (-) Blindness immunity: +12% (-) Infravision radius: +4 (-) Sight radius: +2 (-) See invisible: +5 (-) Amulets can have magical properties. |
In main hand | ![]() horrifying vined mindstar of clarity (6-6.6 power, 30 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 86% Wil, 52% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +30 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 4(-) mind / 6(-) darkness Changes damage: +3%(-) mind / +4%(-) darkness Mental save: +3 (+1 eff.) (-) Maximum psi: +10.00 (-) Mindpower: +7 (+4 eff.) (-) Mental crit. chance: +2% (-) 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 |
Around waist | ![]() rough leather belt 'Silowen' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) (-) Changes stats: +3(-) Dex / +1(-) Con Changes damage: +3%(-) physical Mental save: +6 (+3 eff.) (-) Stamina each turn: +3.00 (-) Spellpower: +3 (+3 eff.) (-) Light radius: +2 (-) A belt that goes around your waist. |
In off hand | ![]() Serpent's Glare (7-7.7 power, 25 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7(+1.0 - +1.1) Uses stats: 86% Wil, 52% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 (-5) Crit. chance: +7.0% (+4.0%) Attack speed: 100% (-) Damage conversion: 30% poison When wielded/worn: Damage (Melee): 0(-4) mind / 0(-6) darkness Changes resistances: +10% nature Changes damage: +0%(-4%) darkness / +10% nature / +0%(-3%) mind Mental save: +0 (+0 eff.) (-3 (-1 eff.)) Poison immunity: +50% Maximum psi: +0.00 (-10.00) Mindpower: +7 (+4 eff.) (-) Mental crit. chance: +2% (-) It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 81.51 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
Cloak | ![]() Yarothad (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Changes resistances: +12%(-) lightning / +10%(-) cold / +3%(-) temporal Maximum hate: +2.00 (-) Mental crit. chance: +1% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Therapeutic Platemail (4 def, 10 armour) Requires: - Massive armour training - Strength 22 Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 (-) Defense: +4 (+4 eff.) (-) Fatigue: +22% (-) Changes stats: +3(-) Dex / +3(-) Con Changes resistances: +10%(-) fire / +15%(-) cold Healing mod.: +30% (-) Steampower: +10 (+6 eff.) (-) It can be used to cleanse up to 3 poisons or wounds detrimental effects Activation costs 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
![]() steam generator implant (steam 4) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28(+6) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.4(+0.4) steam per turn. Can be activated for an instant burst of 22(+2) steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() This item will automatically be transmogrified when you leave the level. Blazewrest the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (+4%) Damage when hit (Melee): 2 fire Changes stats: +3 Str / +2 Wil / +3 Con Changes resistances penetration: +0%(-10%) cold Changes damage: +6% blight / +0%(-6%) cold / +0%(-12%) acid Critical mult.: +5.00% Maximum encumbrance: +0 (-20) Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Maximum vim: +30.00 Spell crit. chance: +1% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() This item will automatically be transmogrified when you leave the level. Flashbliss the rough leather hat (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-5) Fatigue: +1% (-7%) Changes stats: +0(-5) Str / +3(-1) Wil / +3 Cun / +4(-1) Con Changes damage: +15% lightning / +0%(-10%) physical / +3% darkness Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Mindpower: +4 (+2 eff.) A hat made of leather. Very stylish. |
![]() miner's hardened leather cap of dexterity (+4) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 (-1) Fatigue: +3% (-5%) Changes stats: +0(-5) Str / +4 Dex / +0(-4) Wil / +0(-5) Con Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Infravision radius: +3 A cap made of leather. |
![]() 0.00 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. |
![]() Powered 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. |
![]() iron pickaxe 'Khelarab' (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +1 Str / +1 Cun / +0(-5) Lck Reduces incoming crit damage: 5.00% Trap disarming bonus: +0 (-5) Equilibrium when hit: +0.04 Maximum hate: +6.00 Mental crit. chance: +3% Light radius: +2 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target Activation costs 25 power out of 25/25. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Mecha-Ooze the Cornac Adventurer level 12
42nd Dusk 122nd year of Ascendancy at 15:34 see stats
By Mecha-Ooze the Cornac Adventurer level 10
5th Mirth 122nd year of Ascendancy at 12:58 see stats
By Mecha-Ooze the Cornac Adventurer level 13
51st Dusk 122nd year of Ascendancy at 16:32 see stats
By Mecha-Ooze the Cornac Adventurer level 11
3rd Flare 122nd year of Ascendancy at 14:30 see stats
By Mecha-Ooze the Cornac Adventurer level 11
10th Flare 122nd year of Ascendancy at 00:43 see stats
Log
Xavea the degenerated skeleton archer loses 7 health to the entropy.
Xavea the degenerated skeleton archer is not stunned anymore.
Mecha-Ooze uses Infusion: Movement.
Mecha-Ooze is moving at extreme speed!
Mecha-Ooze slows down.
Mecha-Ooze misses Xavea the degenerated skeleton archer.
Mecha-Ooze hits Xavea the degenerated skeleton archer for 36 nature, 5 darkness, 2 nature, 4 mind (46 total damage).
Xavea the degenerated skeleton archer uses Steady Shot.
Xavea the degenerated skeleton archer's Steady Shot performs a ranged critical strike against Mecha-Ooze!
Mecha-Ooze shrugs off the critical damage!
Mecha-Ooze is knocked back!
Bloated ooze is knocked back!
Mecha-Ooze resists the vile poison!
Mecha-Ooze's Beyond the Flesh misses Xavea the degenerated skeleton archer.
Talent Infusion: Regeneration is ready to use.
Mecha-Ooze shares damage with her oozes!
Mecha-Ooze converts some damage to Psi!
Deep Wound from Xavea the degenerated skeleton archer hits Mecha-Ooze for 8 physical damage.
Deadly Poison from Xavea the degenerated skeleton archer hits Mecha-Ooze for 0 to psi, 5 nature (5 total damage).
Xavea the degenerated skeleton archer's Steady Shot hits Bloated ooze for 52 physical damage.
Xavea the degenerated skeleton archer's Steady Shot hits Mecha-Ooze for 12 to psi, 54 physical, 4 fire, 11 darkness, 12 darkness, 42 physical (135 total damage).
Xavea the degenerated skeleton archer loses 7 health to the entropy.
Mecha-Ooze uses Infusion: Regeneration.
Mecha-Ooze starts regenerating health quickly.
Xavea the degenerated skeleton archer casts Netherblast.
Bloated ooze is wasting away.
Saving game...