
















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. 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 | Kruk Yeti |
| Class | Sawbutcher |
| Level / Exp | 20 / 79% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Islomissra the whitehoof ghoul at level 20 on the 29th Revenge 124th year of Ascendancy at 09:23 / 1 |
Primary Stats
| Strength | 79 (base 48) |
| Dexterity | 10 (base 10) |
| Constitution | 37 (base 11) |
| Magic | 15 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 50 (base 40) |
Resources
| Life | -341/770 |
| Steam | 3/100 |
| Healing Factor | 1.2041015905906 |
| Regeneration | 7.525634941191 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 3 |
| Infravision | 4 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 26 |
| Crit Chance | 21% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 26 |
| Crit Chance | 20% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +11% |
Offense: Damage Penetration
| Fire | +10% |
| Light | +20% |
Defense: Base
| Armour (hardiness) | 70.08934837382 (81.151787968034%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 24 |
| Physical Save | 40 |
| Spell Save | 31 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 12%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 52%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 15%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Bleed Resistance | 70% |
| Instadeath Resistance | 100% |
| Blind Resistance | 14% |
| Poison Resistance | 64% |
| Knockback Resistance | 90% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 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 109% efficiency and cooldown mod of 58%. Its effects scale with your Constitution 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 135% efficiency and cooldown mod of 84%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.9 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 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 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. | 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 |
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. | 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 | Dayguile the pair of dwarven-steel boots (0 def, 4 armour) 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +20% light defense ------ Armor +4 Fatigue +3% Resistance +16% lightning +8% temporal +9% light +12% fire Spell save +6 (+3 eff.) other ------- Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| 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 | Issoyaran the Scorchenvy (2 def, 8 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Ignore resists +10% fire When Hit 2 fire defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +12% lightning Spell save +9 (+4 eff.) Cut Resist +20% other ------- EQ when Hit +1.50 Psi when Hit +1.40 Hate when Hit +1.30 A pointy cloth hat, very wizardly... |
| On hands | Snow Giant Wraps (0 def, 2 armour) 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +2 Resistance +10% lightning +10% cold Physical save +10 (+3 eff.) Life +60.00 Knockbk Resist +50% other ------- Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 152.53 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| 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 | treant's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Cun offense ------ On-Hit 9 physical On-Ranged-Hit 6 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 17 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 17 defense ------ Resistance +5% nature +5% blight Poison Resist +14% Disease Resist +14% other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | copper ring of luminosity0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 12 light On-Ranged-Hit 11 light Damage +11% light Rings make your fingers look great! |
| Around neck | savior's steel amulet of vision0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Physical save +10 (+3 eff.) Spell save +11 (+5 eff.) Mind save +11 (+5 eff.) Blind Resist +14% other ------- Infravision +2 Sight +2 See Invisibility +7 Amulets make your neck look great! |
| In main hand | coruscating stralite steamsaw of cold resistance (+13%) (30-46 power, 0 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Weapon Damage 30.5 - 45.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +68 On Hit: * chills your foe dealing 15 damage and slowing them by one tenth of a turn Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str offense ------ When Hit 14 fire defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Resistance +18% cold +13% fire other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: defense ------ Armor +4 Fatigue -20% Life +100.00 Knockbk Resist +40% other ------- Encumbrance +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Frostbite (18-27 power, 12 apr) 3.0 Encumbrance T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +3.0% Attack Speed 100% Block +60 Damage Conversion 50% ice On Hit: * chills your foe dealing 15 damage and slowing them by one tenth of a turn Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +7 (+4 eff.) Fatigue +9% Pierce Iceblocks +40% other ------- Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
| 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 (+3 eff.) defense ------ Defense +8 (+4 eff.) other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
| Main armor | Silydanne the voratun plate armour (0 def, 26 armour) 17.0 Encumbrance T5 massive armor [Random Unique] Master/Psionic While equipped: Stats +3 Mag +4 Wil +3 Cun +2 Con defense ------ Armor +26 Fatigue +22% Resistance +37% acid +11% physical +5% lightning +7% fire +8% mind +7% cold Mind save +19 (+7 eff.) Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% A suit of armour made of metal plates. |
Inventory
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: Armour Reinforcement0.1 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: Kinetic Stabiliser0.1 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: Rocket Boots0.1 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: Steamsaw0.1 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. |
3 schematic: Thunderclap Coating0.1 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: White Light Emitter0.1 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: Winterchill Edge0.1 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. |
cleansing steel amulet of cunning (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Cun defense ------ Resistance +12% nature +12% blight Poison Resist +22% Disease Resist +24% Amulets make your neck look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Rings make your fingers look great! |
mighty ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +3 Str offense ------ Physical Power +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Ememira the Flashbraid (46-64 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Random Unique] Arcane Weapon Damage 45.5 - 63.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +13 blight +18 cold On Hit: * 12% chance to reduce strength, dexterity, and constitution by 9 On Critical: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 While equipped: offense ------ Damage +6% cold +3% fire Ignore resists +25% fire defense ------ Resistance +6% cold +3% fire Blunt and deadly. |
Viletooth (20-30 power, 12 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +3.0% Attack Speed 100% Block +40 Damage Conversion 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
acidic iron steamsaw of acid resistance (+15%) (10-15 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Weapon Damage 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 On Critical: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% Resistance +15% acid other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (11-16 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (10-16 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of persecution (13-20 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Disrupt/Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 Damage Against +9% Unnatural Uses 1.0 Steam While equipped: Stats +1 Wil defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Shimmerhue the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +10 Cun offense ------ Ignore resists +10% lightning defense ------ Resistance +6% lightning +9% cold Mind save +6 (+3 eff.) Life +54.00 A belt that goes around your waist. |
linen cloak of battle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+1 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duathelwing (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 11 nature Damage +8% nature Ignore resists +5% darkness defense ------ Armor +2 Fatigue +3% Resistance +7% nature +15% cold +6% mind +3% darkness Life Regen +4.00 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. |
hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+2 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. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% 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. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +1 Fatigue +1% 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. |
insulating iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +5% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable iron mail armour (2 def, 10 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
prismatic iron mail armour of fire resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% fire +10% light +11% darkness A suit of armour made of mail. |
Charkarma the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: offense ------ Ignore resists +5% fire When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 19% defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% lightning +18% cold Life Regen +2.00 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
2 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 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. |
4 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 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. |
Tower Detonator0.0 Encumbrance bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
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. |
potent healing salve [power 171] potent healing salve [power 171]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 171 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
steel armour reinforcement0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +2 Hardiness +20% Fatigue +4% 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 Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 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. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
innervating elm totem of healing [power 110] (18/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered elm totem of stinging [power 164] (18/21 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 164 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 21 turn cooldown Natural totems are made by powerful wilders to store nature power. |
2 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. |
2 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. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Misus the Kruk Yeti Sawbutcher level 3
11st Retaking 124th year of Ascendancy at 03:09 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Misus the Kruk Yeti Sawbutcher level 13
31st Retaking 124th year of Ascendancy at 05:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Misus the Kruk Yeti Sawbutcher level 10
17th Retaking 124th year of Ascendancy at 06:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Misus the Kruk Yeti Sawbutcher level 20
15th Revenge 124th year of Ascendancy at 02:23 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Misus the Kruk Yeti Sawbutcher level 18
4th Revenge 124th year of Ascendancy at 05:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Misus the Kruk Yeti Sawbutcher level 16
40th Retaking 124th year of Ascendancy at 17:06 see stats
Log
Lava floor heals Islomissra the whitehoof ghoul!
Islomissra the whitehoof ghoul receives 109 healing.
Lava floor burns Misus!
Islomissra the whitehoof ghoul hits Misus for 45 fire damage.
Misus's cleansing fire area effect hits Islomissra the whitehoof ghoul for (6 flat reduction), 9 fire (9 total damage).
Burning from Misus hits Islomissra the whitehoof ghoul for (5 flat reduction), 0 fire (0 total damage).
Talent Create Tinker is ready to use.
Talent Punishment is ready to use.
Talent Saw Wheels is ready to use.
Talent Implant: Steam Generator is ready to use.
Burning from Islomissra the whitehoof ghoul hits Misus for 38 fire damage.
Lava floor heals Islomissra the whitehoof ghoul!
Islomissra the whitehoof ghoul receives 109 healing.
Misus deactivates Rocket Boots.
Lava floor burns Misus!
Islomissra the whitehoof ghoul hits Misus for 47 fire damage.
Lava floor heals Islomissra the whitehoof ghoul!
Islomissra the whitehoof ghoul receives 109 healing.
Islomissra the whitehoof ghoul stops burning.
Burning from Islomissra the whitehoof ghoul hits Misus for 30 fire damage.
Lava floor heals Islomissra the whitehoof ghoul!
Islomissra the whitehoof ghoul uses Sunder Armour.
Islomissra the whitehoof ghoul deactivates Fearscape.
Melee retaliation hits Islomissra the whitehoof ghoul for (7 flat reduction), 0 fire (0 total damage).
Islomissra the whitehoof ghoul hits Misus for 105 physical damage.
Islomissra the whitehoof ghoul receives 109 healing.
Misus the level 20 kruk yeti sawbutcher was sliced to death by Islomissra the whitehoof ghoul on level 1 of Fearscape.
You are brought back from the Fearscape!


























































































