














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 | 
| 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 | Orc | 
| Class | Annihilator | 
| Level / Exp | 18 / 79% | 
| Size | medium | 
| Lifes / Deaths | Killed by Captured Yeti Behemoth at level 18 on the 35th Retaking 124th year of Ascendancy at 10:09  / 1 | 
Primary Stats
| Strength | 24 (base 12) | 
| Dexterity | 46 (base 35) | 
| Constitution | 20 (base 10) | 
| Magic | 14 (base 10) | 
| Willpower | 22 (base 10) | 
| Cunning | 62 (base 46) | 
Resources
| Life | -51/422 | 
| Steam | 17/100 | 
| Healing Factor | 1.1870588855781 | 
| Regeneration | 2.6708824925508 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 11 | 
| Infravision | 7 | 
| See Stealth | 7 | 
| See Invisible | 5 | 
Offense: Mainhand
| Damage | 34 | 
| Accuracy | 60 | 
| Crit Chance | 22% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 18 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 30 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +3% | 
| Acid | +8% | 
| Light | +20% | 
Defense: Base
| Armour (hardiness) | 51.522593642275 (62.32946707186%) | 
| Defense | 24 | 
| Ranged Defense | 24 | 
| Fatigue | 16 | 
| Physical Save | 15 | 
| Spell Save | 12 | 
| Mental Save | 40 | 
Defense: Resistances
| Lightning | + 6%( 70%) | 
| Light | + 35%( 70%) | 
| Darkness | + 10%( 70%) | 
| Blight | + 6%( 70%) | 
| Mind | + 6%( 70%) | 
| Fire | + 6%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 10% | 
| Confusion Resistance | 30% | 
| Silence Resistance | 24% | 
| Knockback Resistance | 40% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 54% | 
Inscriptions (4/4)
| 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%.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 546% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat.  | 
Class Talents
| Steamtech / Demolition | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 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 / Heavy weapons | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Turrets | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 4/5 | 
  | 3/5 | 
Generic Talents
| Steamtech / Physics | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Orc | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Steamtech / Engineering | 1.20 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 2/5 | 
  | 0/5 | 
  | 5/5 | 
  | 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.  | 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 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'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.  | 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 |  scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +4 (+3 eff.) defense ------ Armor +4 Fatigue +3% other ------- Stamina/turn +0.40 Max stamina +15.00 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 steel shots of daylight (19/19, 20-23 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 19 On-ranged-hit +7 light Damage Against +10% Undead Shots are used with slings to pummel your foes to death.  | 
| Light source |  Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  Helm of the Dwarven Emperors (0 def, 6 armour) 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil +2 Cun offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Mind save +3 (+1 eff.) Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows.  | 
| On hands |  blighted dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 9 blight Damage +3% blight Accuracy +12 (+3 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% blight 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 |  evasive ash wand of shielding [power 170]  (16/20 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 20 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  warrior's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +4 Str defense ------ Armor +8 Rings make your fingers look great!  | 
| On fingers |  Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +1 Mag +3 Cun +5 Con offense ------ Physical Power +5 (+2 eff.) defense ------ Blind Resist +24% Silence Resist +24% other ------- Mana/turn +0.12 Infravision +7 See Stealth +7 See Invisibility +5 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?  | 
| Around neck |  wanderer's gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: Stats +6 Dex +3 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great!  | 
| In main hand |  steady steel steamgun of acid 4.0 Encumbrance T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +7 acid On Hit: * splashes acid on your target dealing 29 damage and reducing their armor Uses 2.0 Steam While equipped: offense ------ Physical Crit +2.0% Damage +8% acid Accuracy +6 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
| Around waist |  Mighty Girdle 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 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 |  wrathful steel shield of shrapnel (0 def, 4 armour, 15-18 power, 40 block)7.0 Encumbrance T2 shield armor [Ego++] Arcane/Master 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 +40 On-crit, radius 2 +13 light +15 fire While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 158 physical damage over 5 turns (1/turn) * Deals 35 light and fire damage to each enemy blocked defense ------ Armor +4 Fatigue +8% Resistance +5% light +6% fire other ------- Talents +1 Block Handheld deflection devices.  | 
| Cloak |  regal linen cloak of Eldoral (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Dex +3 Wil +2 Cun defense ------ Defense +1 (+0 eff.) Resistance +6% lightning Mind save +6 (+2 eff.) Stun Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  enlightening steel mail armour of clarity (2 def, 18 armour) 14.0 Encumbrance T2 heavy armor [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ When Hit 30 physical defense ------ Armor +18 Defense +2 (+1 eff.) Fatigue +13% Resistance +6% mind Mind save +22 (+7 eff.) A suit of armour made of mail.  | 
Inventory
 medical injector implant (efficiency 108% / cooldown 64%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 64%. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great.  | 
 blink rune (range 4; phase 13; cd 19)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 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: Explosive 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: Flare 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: 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.  | 
 2 schematic: Healing 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: 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: Silver Filigree0.1 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.  | 
 Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+10 eff.) Spell save +15 (+11 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump.  | 
 copper ring of luminosity0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ On-Hit 11 light On-Ranged-Hit 11 light Damage +11% light Rings make your fingers look great!  | 
 titan's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+4 eff.) Rings make your fingers look great!  | 
 Tirakai's Maul (32-42 power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.  | 
 swiftstrike ash longbow of acid4.0 Encumbrance T2 longbow 2H weapon [Ego+] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Projectile Speed +200% On-ranged-hit +8 acid While equipped: Stats +3 Cun offense ------ Combat Speed +10% Damage +15% acid Longbows are used to shoot arrows at your foes.  | 
 swiftstrike ash longbow of enduring4.0 Encumbrance T2 longbow 2H weapon [Ego++] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Projectile Speed +200% While equipped: Stats +11 Wil +2 Cun +9 Con offense ------ Combat Speed +10% defense ------ Life +47.00 Longbows are used to shoot arrows at your foes.  | 
 Bloomsoul (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 18 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body.  | 
 swiftstrike cured leather sling of acid4.0 Encumbrance T2 sling 1H weapon [Ego+] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Projectile Speed +200% On-ranged-hit +6 acid While equipped: Stats +2 Cun offense ------ Combat Speed +10% Damage +10% acid Slings are used to hurl stones or metal shots at your foes.  | 
 iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Mastery Autoloader 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.  | 
 swiftstrike steel steamgun of piercing4.0 Encumbrance T2 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +800% Uses 2.0 Steam While equipped: Stats +3 Cun offense ------ Combat Speed +10% Ignore resists +6% all Accuracy +5 (+1 eff.) Ignore Armor +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 chilling steel waraxe (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 cold One-handed war axes.  | 
 insulating rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Fatigue -4% Resistance +6% fire +6% cold other ------- Encumbrance +21 A belt that goes around your waist.  | 
 linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+0 eff.) Resistance +0% lightning 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 of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 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.  | 
 restful dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +7 (+3 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +3.00 other ------- Stamina/turn +0.60 Max stamina +14.00 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.  | 
 steady dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +5% arcane Accuracy +5 (+1 eff.) defense ------ Armor +2 Fatigue +3% Physical save +6 (+5 eff.) Mind save +7 (+2 eff.) Disarm Resist +26% 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.  | 
 temporal rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 6 temporal On-Ranged-Hit 5 temporal Damage +3% temporal defense ------ Armor +1 Resistance +6% temporal 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.  | 
 cleansing rough leather hat of strength (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Disrupt/Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% Resistance +5% nature +5% blight A hat made of leather. Very stylish.  | 
 iron helm of constitution (0) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +0 Cun +2 Con defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: offense ------ When Hit 0 physical defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail.  | 
 steel mail armour of the deep (2 def, 7 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: defense ------ Armor +7 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +6% cold other ------- Breathe water A suit of armour made of mail.  | 
 crackling dwarven-steel shield of the stars (0 def, 6 armour, 29-35 power, 74 block)7.0 Encumbrance T3 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 29.0 - 34.8 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +74 On-hit +14 lightning +12 light +13 darkness While equipped: Stats +2 Dex +1 Mag +3 Cun offense ------ Damage +13% light +11% darkness When Hit 9 lightning defense ------ Armor +6 Fatigue +8% Resistance +11% lightning +13% light +11% darkness other ------- Talents +1 Block Handheld deflection devices.  | 
 iron shield (0 def, 2 armour, 10-11 power, 21 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +21 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices.  | 
 steel shield (0 def, 4 armour, 16-19 power, 39.5 block)7.0 Encumbrance T2 shield armor [Normal] When used to Attack: Weapon Damage 15.5 - 18.6 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices.  | 
 windwalling steel shield (0 def, 4 armour, 14-17 power, 37.5 block)7.0 Encumbrance T2 shield armor [Ego+] Psionic When used to Attack: Weapon Damage 14.5 - 17.4 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 On-hit +15 physical While equipped: Stats +2 Wil defense ------ Armor +4 Fatigue +8% Resistance +14% physical Windwall +14 Slow Projectiles +10% 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.  | 
 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.  | 
 5 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 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+4 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+4 eff.) Mind save +4 (+1 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.  | 
 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.  | 
 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 (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 (0/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 201/400 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 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 143] simple healing salve [power 143]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 143 Puts Talent Medical Injector on 15 turn cooldown Medical salve.  | 
 deadly pouch of stralite shots of accuracy (19/19, 52-62 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego] Master Weapon Damage 51.5 - 61.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +5 Critical Rate +5.5% Capacity 19 Shots are used with slings to pummel your foes to death.  | 
 pouch of iron shots (17/17, 16-19 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 17 Shots are used with slings to pummel your foes to death.  | 
 pouch of steel shots of accuracy (12/12, 22-27 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Master Weapon Damage 22.5 - 27.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 12 Shots are used with slings to pummel your foes to death.  | 
 ash totem of summon tentacle [power 155]  (16/25 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 338 Base Damage: 170 Armor: 0 All Resist: 9 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power.  | 
 5 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.  | 
 soothing ash wand of conjuration [power 165]  (16/15 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 165 lightning damage Puts all charms on 15 turn cooldown 100% to heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 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
			A Fistful of Gold (Insane (Roguelike) difficulty)
			Buy an item from an AAA.By Daimurion the Orc Annihilator level 6
14th Retaking 124th year of Ascendancy at 21:45 see stats
			Across the Narrow Sea (Insane (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Daimurion the Orc Annihilator level 14
26th Retaking 124th year of Ascendancy at 13:07 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Daimurion the Orc Annihilator level 10
18th Retaking 124th year of Ascendancy at 04:11 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Daimurion the Orc Annihilator level 17
34th Retaking 124th year of Ascendancy at 07:52 see stats
Log
Captured Yeti Behemoth slows down.
Captured Yeti Behemoth uses Bleeding Edge.
Daimurion is dazed!
Daimurion is not dazed anymore.
Daimurion is encased in ice!
Talent Reactive Armor is ready to use.
Melee retaliation hits Iceblock for 26 physical, 26 physical (51 total damage).
Melee retaliation hits Captured Yeti Behemoth for 21 physical damage.
Greater Weapon Focus from Captured Yeti Behemoth hits Daimurion for (5 to ice), (10 exoskeleton), 10 physical (10 total damage).
Captured Yeti Behemoth hits Daimurion for (31 reactive armor), (23 exoskeleton), 23 physical, (127 exoskeleton), 127 lightning, (16 exoskeleton), 16 physical (166 total damage).
Daimurion is free from the ice.
Daimurion receives 170 healing.
Daimurion receives 59 healing from Mighty Girdle .
Captured Yeti Behemoth uses Dual Strike.
Daimurion is encased in ice!
Daimurion resists the stunning strike!
Talent Flame Turret is ready to use.
Talent Medic Turret is ready to use.
Daimurion hits Iceblock for 6 physical, 7 acid, 8 light, 32 acid (51 total damage).
Melee retaliation hits Iceblock for 26 physical, 26 physical (51 total damage).
Captured Yeti Behemoth hits Daimurion for (15 exoskeleton), 15 physical, (17 to ice), (26 reactive armor), (2 exoskeleton), 37 physical, (51 to ice), (0 exoskeleton), 203 lightning (255 total damage).
Daimurion is free from the ice.
Daimurion uses Hunker Down.
Melee retaliation hits Captured Yeti Behemoth for 18 physical, 18 physical (35 total damage).
Captured Yeti Behemoth hits Daimurion for (28 reactive armor), (21 exoskeleton), 21 physical, (104 exoskeleton), 150 lightning (170 total damage).
Captured Yeti Behemoth hits Guardian turret for 270 lightning damage.
Daimurion the level 18 orc annihilator was amped to death by Captured Yeti Behemoth on level 4 of Dominion Port.
Space restabilizes around you.



































































































