















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 29 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Veledhemira the dire wolf at level 29 on the 19th Revenge 124th year of Ascendancy at 23:02 / 1 |
Primary Stats
| Strength | 28 (base 12) |
| Dexterity | 84 (base 60) |
| Constitution | 36 (base 11) |
| Magic | 27 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 85 (base 53) |
Resources
| Life | -295/755 |
| Steam | 18/100 |
| Healing Factor | 1.1979202340233 |
| Regeneration | 0.29948005850582 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 55 |
| Crit Chance | 36% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 54 |
| Accuracy | 55 |
| Crit Chance | 36% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Light | +16% |
| Arcane | +6% |
| Fire | +9% |
| Physical | +9% |
Offense: Damage Penetration
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 9 |
| Physical Save | 30 |
| Spell Save | 24 |
| Mental Save | 37 |
Defense: Resistances
| Fire | + 13%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
| Poison Resistance | 10% |
| Knockback Resistance | 10% |
Inscriptions (3/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
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. | 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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
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 | pair of hardened leather boots 'Blazetrial' (25 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +2 Dex +4 Wil +4 Cun offense ------ Physical Crit +3.0% Damage +9% physical +9% fire defense ------ Armor +3 Defense +25 (+8 eff.) Resistance +6% fire Physical save +7 (+4 eff.) Spell save +10 (+5 eff.) Mind save +11 (+5 eff.) A pair of boots made of leather. |
| Quiver | Frozen Shards (17/25, 32-38 power, 15 apr) 3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Ice Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud While equipped: other ------- Talents +2 Saw Shell In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
| Light source | brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +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 | Poliyatha (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Accuracy +4 (+1 eff.) Ignore Armor +6 defense ------ Armor +3 Fatigue +3% Unlife -80.00 life Life +40.00 Blind Resist +20% Poison Resist +10% Knockbk Resist +10% other ------- Light +4 A cap made of leather. |
| On hands | steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +17 (+4 eff.) defense ------ Armor +2 Fatigue +3% Physical save +6 (+3 eff.) Mind save +5 (+3 eff.) Disarm Resist +22% other ------- Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Lisukira the dwarven-steel pickaxe (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Ignore resists +20% physical defense ------ Armor +4 Physical save +6 (+3 eff.) Unlife -80.00 life Life +23.00 other ------- Stamina/turn +3.00 Max stamina +17.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | pixie's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane While equipped: Stats +4 Cun +5 Mag offense ------ Spellpower +7 (+3 eff.) On-Hit 17 light On-Ranged-Hit 14 light Damage +10% light Rings make your fingers look great! |
| On fingers | sneakthief's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (130). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
| In main hand | enhanced steel steamgun of acid 4.0 Encumbrance T2 steamgun 1H weapon [Ego+] Arcane/Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +6 acid On Hit: * splashes acid on your target dealing 31 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +5 Str +4 Dex +5 Mag +4 Wil +5 Cun +4 Con offense ------ Damage +8% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | blurring rough leather belt of carrying 1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Defense +8 (+3 eff.) Fatigue -4% Stealth +6 other ------- Encumbrance +20 A belt that goes around your waist. |
| In off hand | runic dwarven-steel steamgun 4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Arcane/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On Hit: 10% Arcane Vortex level 3 On Hit: * splashes acid on your target dealing 33 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +2 Mag offense ------ Spellpower +6 (+3 eff.) Damage +6% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Ivemira the Glimmerwilter (2 def, 4 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil +4 Cun offense ------ Mind Crit +6% Damage +6% light defense ------ Armor +4 Defense +2 (+1 eff.) Crit Resistance 10.00% Unlife -80.00 life other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Skin of Many (12 def, 6 armour) 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +10 Con defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
2 schematic: Acid Groove0.1 Encumbrance 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: Focus Lens0.1 Encumbrance 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: Fungal Web0.1 Encumbrance 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: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 Encumbrance 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: Saw Shell0.1 Encumbrance 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: Thunder Grenade0.1 Encumbrance 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. |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 211 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
starlit steel amulet of constitution (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +12% light +13% darkness Blind Resist +21% Amulets make your neck look great! |
steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +7 (+4 eff.) Rings make your fingers look great! |
dwarven-steel greatmaul (42-63 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Normal] Weapon Damage 42.0 - 63.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Massive two-handed mauls. |
iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mage-hunter's steel steamgun4.0 Encumbrance T2 steamgun 1H weapon [Ego+] Disrupt/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +3 Cun +1 Wil offense ------ Mindpower +5 (+3 eff.) On-Hit (Ranged): * 7 arcane resource burn other ------- Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun4.0 Encumbrance T2 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +15% cold Physical save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
kruk cloak (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
thick kruk cloak of protection (0 def, 5 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: defense ------ Armor +5 Resistance +10% cold Spell save +5 (+3 eff.) Mind save +5 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
Hettoran (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Mag defense ------ Armor +3 Resistance +9% lightning +7% fire +8% cold Physical save +6 (+3 eff.) Life +60.00 other ------- Infravision +3 See Invisibility +3 A pair of boots made of leather. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +5% fire +6% cold A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue -2% Physical save +5 (+3 eff.) other ------- Encumbrance +23 Stamina/turn +0.30 Max stamina +25.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +12 (+3 eff.) defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating rough leather hat of strength (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A hat made of leather. Very stylish. |
prismatic dwarven-steel helm of might (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +2 Str +3 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +4 Fatigue +4% Resistance +12% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
36 alchemist agate0.0 Encumbrance 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. |
26 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
28 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Automated Portable Extractor0.0 Encumbrance 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. |
28 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 322/400 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. |
potent pain suppressor salve [power 164] potent pain suppressor salve [power 164]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -164 life and reduces all damage by 16% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
potent water salve [power 15] potent water salve [power 15]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (15% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 17] powerful fiery salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (17% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 146] simple healing salve [power 146]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 146 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
pouch of iron shots (18/18, 14-16 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
tundral pouch of steel shots of accuracy (16/16, 20-23 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Nature/Master Weapon Damage 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +2 Critical Rate +4.5% Capacity 16 On-ranged-hit +12 cold On-crit, radius 2 +5 cold While equipped: Shots are used with slings to pummel your foes to death. |
crude focus lens0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! |
crude saw shell0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
steel crystal plating0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Tinkers can be attached to normal items to improve them with steam power! |
quick ash totem of healing [power 152] (11 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 152 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
12 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quick ash wand of shielding [power 170] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance 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. |
18 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Tarrolenaridin the Orc Gunslinger level 15
37th Retaking 124th year of Ascendancy at 23:02 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tarrolenaridin the Orc Gunslinger level 10
15th Retaking 124th year of Ascendancy at 22:43 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Tarrolenaridin the Orc Gunslinger level 20
1st Revenge 124th year of Ascendancy at 05:44 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Tarrolenaridin the Orc Gunslinger level 26
10th Revenge 124th year of Ascendancy at 16:58 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Tarrolenaridin the Orc Gunslinger level 22
4th Revenge 124th year of Ascendancy at 09:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tarrolenaridin the Orc Gunslinger level 18
44th Retaking 124th year of Ascendancy at 20:25 see stats
Log
Aerodabeth the great wolf hits Tarrolenaridin for (35 flat reduction), 143 physical, (35 flat reduction), 145 physical (288 total damage).
Aerodabeth the great wolf stops bleeding.
You cannot go into the wilds with the following effects: Off-balance
You cannot go into the wilds with the following effects: Off-balance
You cannot go into the wilds with the following effects: Off-balance
You cannot go into the wilds with the following effects: Off-balance
You cannot go into the wilds with the following effects: Off-balance
You cannot go into the wilds with the following effects: Off-balance
You cannot go into the wilds with the following effects: Off-balance
You cannot go into the wilds with the following effects: Off-balance
Tarrolenaridin uses Pulse Detonator.
Tarrolenaridin's tinker attains critical power!
Aerodabeth the great wolf howls
Tarrolenaridin's ice area effect hits Aerodabeth the great wolf for (23 flat reduction), 14 cold (14 total damage).
Tarrolenaridin's ice area effect hits Aerodabeth the great wolf for (23 flat reduction), 14 cold (14 total damage).
Tarrolenaridin's ice area effect hits Aerodabeth the great wolf for (23 flat reduction), 12 cold (12 total damage).
Tarrolenaridin's ice area effect hits Aerodabeth the great wolf for (23 flat reduction), 14 cold (14 total damage).
Aerodabeth the great wolf is knocked back!
Aerodabeth the great wolf is dazed!
Tarrolenaridin's Pulse Detonator hits Aerodabeth the great wolf for (23 flat reduction), 101 physical (101 total damage).
Veledhemira the dire wolf rushes out!
Veledhemira the dire wolf strikes Tarrolenaridin with hidden blades!
Veledhemira the dire wolf performs a melee critical strike against Tarrolenaridin!
Veledhemira the dire wolf revels in the spilt blood and grows stronger!
Veledhemira the dire wolf performs a melee critical strike against Tarrolenaridin!
Veledhemira the dire wolf's blood frenzy intensifies!
Tarrolenaridin is dazed!
Veledhemira the dire wolf hits Tarrolenaridin for (35 flat reduction), 15 physical, (35 flat reduction), 189 physical (204 total damage).
Tarrolenaridin the level 29 orc gunslinger was struck to death by Veledhemira the dire wolf on level 1 of Sunwall Observatory.













































































































