









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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 | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Bulwark |
| Level / Exp | 37 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Mekosas the shalore at level 37 on the 38th Dearth 124th year of Ascendancy at 14:31 / 1 |
Primary Stats
| Strength | 78 (base 60) |
| Dexterity | 34 (base 30) |
| Constitution | 76 (base 60) |
| Magic | 10 (base 10) |
| Willpower | 43 (base 10) |
| Cunning | 30 (base 10) |
Resources
| Life | -252/1553 |
| Mana | 361/481 |
| Stamina | 200/310 |
| Steam | 100/100 |
| Healing Factor | 1.703915632753 |
| Regeneration | 18.17660005636 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 51 |
| Crit Chance | 12% |
| APR | 26 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +14% |
| Light | +24% |
| Physical | +18% |
| All | 0% |
| Nature | +8% |
Offense: Damage Penetration
| Physical | +38% |
| Arcane | +23% |
| Light | +33% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 51.292304923968 (100%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 30 |
| Physical Save | 63 |
| Spell Save | 34 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Physical | + 45%( 70%) |
| Cold | + 32%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 23%( 70%) |
| Lightning | + 54%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Knockback Resistance | 100% |
| Stun Resistance | 55% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 156 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 229 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 636% 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -1% Phys.save +8 (+2 eff.) ---------- misc Max.enc +33 Stam/turn +0.60 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Tulagrim' (0 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Cun dps ---------- Acc +10 (+4 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +9% temporal +5% physical Mind.save +9 (+5 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 A cap made of leather. |
| On hands | brawler's hardened leather gloves of sorrow (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Dex +3 Cun dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 13 mind 11 darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +2 Phys.save +6 (+1 eff.) Mind.save -13 (-11 eff.) ---------- misc Talents +1 Sand Shredder Cooldown Double Strike -1 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +10.0% Atk.spd 100% On Hit: 10% Reproach 3 On Hit: 10% Set Up 3 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Ragachak the steel torque of psionic shield [power 55] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +10% arcane ----- def ----- Die.at -80.00 life Max.HP +100.00 HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Glimmerhunt0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +16.00% Res.pen +20% light +25% physical Acc +7 (+3 eff.) Apr +21 On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Phys.save +6 (+1 eff.) Die.at -80.00 life Amulets make your neck look great! |
| In main hand | stralite mace of enduring (34-47 power, 5 apr) 3.0 T4 mace 1H weapon [Ego+] Nature Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * splashes acid on your target dealing 27 damage and reducing their armor While equipped: Stats +10 Con +11 Wil ----- def ----- Max.HP +40.00 Blunt and deadly. |
| Around waist | Nightwither1.0 T3 belt armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +6% darkness Phys.save +8 (+2 eff.) ---------- misc Light +3 Infravis +3 See.Invis +6 A belt that goes around your waist. |
| In off hand | corrosive stralite shield of the stars (0 def, 8 armour, 44-52 power, 132 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 43.5 - 52.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +132 Melee+ +14 acid +13 light +14 darkness While equipped: Stats +1 Mag +5 Cun +3 Con dps ---------- Dmg.mod +14% light +14% darkness On Melee Ret: * 14% chance to reduce armor by 19% ----- def ----- Armour +8 Fatigue +8% Resists +16% acid +11% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Wrap of Stone (0 def, 0 armour) 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+5 eff.) Dmg.mod +5% physical ----- def ----- Resists +18% lightning +5% physical +0% nature +0% cold Stun/Frz- +30% ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 3/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 55.54 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Chromatic Harness (10 def, 16 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +16 Hardiness +20% Defense +10 (+5 eff.) Fatigue +20% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
steam generator implant of the duelist (steam 13)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Air Recycler0.1 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: Antimagic Shell0.1 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: Fungal Web0.1 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: Headlamp0.1 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: 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: Toxic Shell0.1 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: Viral Injector0.1 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: Waterproof 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. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Gunidunachik the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +1.0% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +4 Resists +6% fire Spell.save +12 (+6 eff.) ---------- misc Stam/turn +2.00 Max.stam +30.00 Amulets make your neck look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.71 cold and 16.17 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +2 Mag +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 11 light Ranged+ 10 light Dmg.mod +12% light Rings make your fingers look great! |
Glorolena (0 def, 8 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Dex +2 Mag +6 Cun dps ---------- Melee+ 6 physical Dmg.mod +4% physical Res.pen +10% acid Acc +6 (+2 eff.) Apr +8 Melee Ret 10 acid ----- def ----- Armour +8 Resists +3% temporal +7% light +6% darkness Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +1 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +10 Crit +3.0% Atk.spd 100% On Hit.r1 +11 physical On Crit.r2 +6 physical +33 light +30 darkness On Hit: 10% Sand Breath 3 On Hit: 15% Perfect Strike 3 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 38.35 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +0 Cun +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
The Cage (0 def, 0 armour)1.0 T3 head armor [Unique] Psionic While equipped: dps ---------- All.spd -25% ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind You are immune to mental status effects. Nothing will ever reach you again. |
Unrirobers (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Wil +4 Cun +5 Con dps ---------- Phys.crit +1.0% Mind.pwr +4 (+2 eff.) Dmg.mod +14% acid Acc +20 (+7 eff.) ----- def ----- Defense +3 (+1 eff.) Resists +21% acid Shield.pwr +11% HP.reg +4.40 A pointy cloth hat, very wizardly... |
champion's drakeskin leather hat of dexterity (+5) (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +5 Str +9 Dex +4 Wil ----- def ----- Armour +5 Fatigue +5% Mind.save +11 (+6 eff.) ---------- misc Light +2 A hat made of leather. Very stylish. |
enlightening dwarven-steel mail armour of implacability (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +8% Phys.save +5 (+1 eff.) Mind.save +12 (+6 eff.) A suit of armour made of mail. |
50 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. |
nightwalker's alchemist's lamp of focus1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +9 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) Dmg.mod +8% mind ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of clairvoyance 'Lorubers' [power 10] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +6 Cun dps ---------- Crit.mult +20.00% Dmg.mod +6% mind ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.psi +30.00 Reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Liz the Orc Bulwark level 13
28th Retaking 124th year of Ascendancy at 08:17 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Liz the Orc Bulwark level 33
31st Pain 124th year of Ascendancy at 04:31 see stats
I did not want that! (Nightmare (Roguelike) difficulty)
Tricked Nektosh into killing one of his own people.By Liz the Orc Bulwark level 26
14th Revenge 124th year of Ascendancy at 14:21 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Liz the Orc Bulwark level 10
16th Retaking 124th year of Ascendancy at 01:22 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Liz the Orc Bulwark level 20
40th Retaking 124th year of Ascendancy at 12:58 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Liz the Orc Bulwark level 30
9th Pain 124th year of Ascendancy at 06:44 see stats
Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Liz the Orc Bulwark level 32
10th Pain 124th year of Ascendancy at 23:27 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Liz the Orc Bulwark level 25
13rd Revenge 124th year of Ascendancy at 01:48 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Liz the Orc Bulwark level 29
29th Revenge 124th year of Ascendancy at 05:53 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Liz the Orc Bulwark level 20
41st Retaking 124th year of Ascendancy at 10:00 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Liz the Orc Bulwark level 31
9th Pain 124th year of Ascendancy at 09:08 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Liz the Orc Bulwark level 16
34th Retaking 124th year of Ascendancy at 11:29 see stats
Log
Liz resists the knockback!
Liz hits Mekosas the shalore for (342 absorbed), 0 physical, (9 absorbed), 0 darkness, (6 absorbed), 0 mind, (17 absorbed), 0 light, (14 absorbed), 0 acid (0 total damage).
Liz hits Soraro the shalore for (15 flat reduction), 0 light (0 total damage).
Mekosas the shalore's light area effect hits Liz for (65 absorbed), 0 light (0 total damage).
Melee retaliation hits Liz for (31 absorbed), 0 light, (40 absorbed), 0 darkness (0 total damage).
Mekosas the shalore's prismatic repulsion area effect hits Liz for (12 absorbed), 0 light, (20 absorbed), 0 darkness (0 total damage).
Mekosas the shalore's defensive darkness area effect hits Liz for (54 absorbed), 0 darkness (0 total damage).
Mekosas the shalore casts Mind Blast.
Liz wanders around!
Mekosas the shalore's spell attains critical power!
Your shield crumbles under the damage!
The shield around Liz crumbles.
Mekosas the shalore hits Liz for (5 absorbed), 157 darkness (157 total damage).
Mekosas the shalore hits Something for (46 flat reduction), 130 darkness (130 total damage).
Mekosas the shalore's Corona hits Liz for 48 light damage.
The protective shield of Liz disappears.
Liz is no longer inspired.
Liz casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Liz resists the knockback!
Mekosas the shalore's prismatic repulsion area effect hits Liz for 12 light, 20 darkness (32 total damage).
Mekosas the shalore's defensive darkness area effect hits Liz for 54 darkness damage.
Liz is confused and fails to use Attack.
Mekosas the shalore casts Moonlight Ray.
Mekosas the shalore's spell attains critical power!
Mekosas the shalore hits Liz for 502 darkness damage.
Mekosas the shalore's Corona hits Liz for 81 darkness damage.
Mekosas the shalore's defensive darkness area effect hits Liz for 51 darkness damage.
Liz the level 37 orc bulwark was shadowed to death by Mekosas the shalore on level 1 of Ambush!.

























































































