















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! 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. 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 | Whitehoof |
| Class | Annihilator |
| Level / Exp | 20 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Poroseta the ritch hunter at level 20 on the 49th Retaking 124th year of Ascendancy at 01:09 / 1 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 43 (base 41) |
| Constitution | 14 (base 10) |
| Magic | 30 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 63 (base 48) |
Resources
| Life | -31/492 |
| Steam | 91/112 |
| Healing Factor | 1.1372895330003 |
| Regeneration | 1.4216119162504 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 36 |
| Crit Chance | 30% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12.5 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +25% |
| Light | +26% |
| Physical | +9% |
| Darkness | +12% |
| Arcane | +25% |
| Cold | +25% |
| Fire | +35% |
Offense: Damage Penetration
| Arcane | +25% |
| Lightning | +25% |
| Fire | +25% |
| Cold | +25% |
Defense: Base
| Armour (hardiness) | 27 (30%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 17 |
| Physical Save | 22 |
| Spell Save | 14 |
| Mental Save | 22 |
Defense: Resistances
| Blight | + 18%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 23%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 6%( 70%) |
| Darkness | + 22%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Disarm Resistance | 25% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Pinning Resistance | 41% |
| Poison Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.8 steam per turn. Can be activated for an instant burst of 29 steam. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 73%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 80%. Its effects scale with your Dexterity stat. |
| 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 6.1 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Whitehooves | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 Erúan 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. | active |
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 |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | 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'Haïb 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 iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue -2% Physical save +6 (+3 eff.) other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of dwarven-steel shots of vileness (20/20, 32-39 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Arcane Weapon Damage 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 On-ranged-hit +7 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 7 Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Bokikan' (20 def, 9 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +9% physical defense ------ Armor +9 Defense +20 (+6 eff.) Fatigue +3% Resistance +15% light +10% darkness other ------- Stamina/turn +3.00 Infravision +3 A cap made of leather. |
| On hands | radiant hardened leather gloves (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 10 light Damage +4% light defense ------ Armor +2 Resistance +9% light other ------- Talents +1 Sand Shredder 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. |
| Tool | Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+5 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life +22.00 Disarm Resist +25% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
| Around neck | Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | Talosis' Counterpoint 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical On Hit: * splashes acid on your target dealing 49 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+3 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | grounding rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Nature/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +6% lightning +6% temporal Physical save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | Lorydunadir the dwarven-steel shield (0 def, 6 armour, 30-35 power, 87.5 block)7.0 Encumbrance T3 shield armor [Random Unique] Arcane/Nature/Master When used to Attack: Weapon Damage 29.5 - 35.4 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +88 On-hit +13 cold +12 light +13 darkness While equipped: Stats +3 Mag +3 Wil +3 Cun offense ------ Damage +12% light +12% darkness On shield block: * Deals 89 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +6 Fatigue +8% Resistance +10% physical +12% darkness +6% blight +13% cold +12% light Pinning Resist +20% other ------- Max hate +2.00 Talents +1 Block Handheld deflection devices. |
| Cloak | Pressurizer (8 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex offense ------ Steam Crit +10% Steampower +10 (+2 eff.) defense ------ Defense +8 (+2 eff.) other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
| Main armor | cleansing reinforced leather armour of Eyal (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +14% nature +12% blight Life +24.00 Life Regen +1.00 Healmod +10% A suit of armour made of leather. |
Inventory
2 schematic: Air Recycler0.1 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: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
grounding steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
insulating copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% fire +10% cold Amulets make your neck look great! |
marksman's steel ring of frost (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +10% cold Accuracy +4 (+2 eff.) defense ------ Resistance +20% cold Rings make your fingers look great! |
Geldara (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Mind Crit +2% defense ------ Armor +3 Resistance +9% acid +5% arcane Life Regen +4.00 Healmod +15% Disarm Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
Hanimas the Sulfurstoker (10 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) Ignore resists +5% nature defense ------ Armor +3 Defense +10 (+3 eff.) Resistance +7% lightning +22% temporal Cut Resist +10% other ------- Max stamina +20.00 A pair of boots made of leather. |
hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
rough leather hat of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
flaming dwarven-steel shield of cold resistance (+17%) (0 def, 6 armour, 33-40 power, 72.5 block)7.0 Encumbrance T3 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 33.0 - 39.6 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +72 On-Hit, radius 1 +12 fire While equipped: offense ------ On-Hit 6 fire When Hit 4 fire defense ------ Armor +6 Fatigue +8% Resistance +17% cold other ------- Talents +1 Block Handheld deflection devices. |
steel shield 'Betith' (0 def, 4 armour, 15-18 power, 38 block)7.0 Encumbrance T2 shield armor [Random Unique] Nature When used to Attack: Weapon Damage 15.0 - 18.0 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 On-hit +4 arcane While equipped: offense ------ Spell Crit +2% Spellpower +15 (+4 eff.) When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +8% Resistance +6% acid +11% temporal +6% cold +12% blight +7% fire +11% nature +7% lightning Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Talents +1 Block Handheld deflection devices. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
9 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Yeti's Muscle Tissue (Behemoth)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
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 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 17] simple frost salve [power 17]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 73% cooldown modifier. Remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 210] simple healing salve [power 210]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 73% cooldown modifier. Heal 210 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
acidic pouch of steel shots of paradox (18/18, 22-26 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 On-ranged-hit +6 temporal On Hit: * 6% chance to gain 10% of a turn (3/turn limit) On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
pouch of iron shots (15/15, 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 15 Shots are used with slings to pummel your foes to death. |
good acid groove0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con 3 charge(s). Reduce the duration of all detrimental effects. Uses 10 power out of 3/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
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. |
3 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
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Relgenarikhad the Whitehoof Annihilator level 3
11st Retaking 124th year of Ascendancy at 00:12 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Relgenarikhad the Whitehoof Annihilator level 12
26th Retaking 124th year of Ascendancy at 05:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Relgenarikhad the Whitehoof Annihilator level 10
18th Retaking 124th year of Ascendancy at 03:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Relgenarikhad the Whitehoof Annihilator level 20
48th Retaking 124th year of Ascendancy at 12:20 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Relgenarikhad the Whitehoof Annihilator level 16
33rd Retaking 124th year of Ascendancy at 23:54 see stats
Log
Ce'Neldath the ritch hunter hits Relgenarikhad for (4 flat reduction), (67 exoskeleton), 67 physical (67 total damage).
Larvae bloated ritch mother misses Relgenarikhad.
Burning from Poroseta the ritch hunter hits Relgenarikhad for (4 flat reduction), (18 exoskeleton), 18 fire (18 total damage).
Rotting Disease from Ce'Neldath the ritch hunter hits Relgenarikhad for (4 flat reduction), (9 exoskeleton), 9 blight (9 total damage).
Burning from Poroseta the ritch hunter hits Ce'Neldath the ritch hunter for (9 flat reduction), 0 fire (0 total damage).
Ce'Neldath the ritch hunter performs a melee critical strike against Relgenarikhad!
Ce'Neldath the ritch hunter hits Relgenarikhad for (2 flat reduction), (45 exoskeleton), 45 physical (45 total damage).
Relgenarikhad receives 221 healing.
Poroseta the ritch hunter rushes out!
Poroseta the ritch hunter performs a melee critical strike against Relgenarikhad!
Relgenarikhad is dazed!
Steamgun turret's Steamgun Turret misses larvae bloated ritch mother.
Poroseta the ritch hunter hits Relgenarikhad for (2 flat reduction), (44 exoskeleton), 44 physical, (2 flat reduction), (23 exoskeleton), 23 physical (67 total damage).
Ce'Neldath the ritch hunter performs a melee critical strike against Relgenarikhad!
Relgenarikhad is not dazed anymore.
Ce'Neldath the ritch hunter hits Relgenarikhad for (2 flat reduction), (35 exoskeleton), 64 physical (64 total damage).
Larvae bloated ritch mother stings with her ovipositor!
Larvae bloated ritch mother hits Relgenarikhad for (2 flat reduction), (0 exoskeleton), 21 blight (21 total damage).
Talent Hunker Down is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Implant: Steam Generator is ready to use.
Burning from Poroseta the ritch hunter hits Relgenarikhad for (2 flat reduction), (0 exoskeleton), 37 fire (37 total damage).
Rotting Disease from Ce'Neldath the ritch hunter hits Relgenarikhad for (2 flat reduction), (0 exoskeleton), 19 blight (19 total damage).
Ce'Neldath the ritch hunter stops burning.
Ce'Neldath the ritch hunter throws two quick punches.
Poroseta the ritch hunter casts Flame.
Ce'Neldath the ritch hunter hits Relgenarikhad for (2 flat reduction), (17 exoskeleton), 56 physical, (2 flat reduction), (0 exoskeleton), 69 physical (125 total damage).
Poroseta the ritch hunter hits Relgenarikhad for (2 flat reduction), (0 exoskeleton), 57 fire (57 total damage).
Relgenarikhad the level 20 whitehoof annihilator was burnt to death by Poroseta the ritch hunter on level 3 of Ritch Hive.






















































































