
















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 | 22 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Emeluwen the larvae bloated ritch mother at level 22 on the 51st Retaking 124th year of Ascendancy at 09:52 / 1 |
Primary Stats
| Strength | 14 (base 12) |
| Dexterity | 41 (base 40) |
| Constitution | 17 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 68 (base 50) |
Resources
| Life | -1/441 |
| Steam | 81/100 |
| Healing Factor | 1.062941519274 |
| Regeneration | 4.5175014569143 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +103% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 58 |
| Crit Chance | 33% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +10% |
| Mind | +3% |
| Cold | +15% |
| Physical | +5% |
| Fire | +19% |
| All | 0% |
Offense: Damage Penetration
| Cold | +21% |
| Fire | +28% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 53.522593642275 (62.32946707186%) |
| Defense | 34 |
| Ranged Defense | 40 |
| Fatigue | 44 |
| Physical Save | 29 |
| Spell Save | 9 |
| Mental Save | 28 |
Defense: Resistances
| Nature | + 20%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 7%( 70%) |
| Temporal | + 7%( 70%) |
| Darkness | + 28%( 70%) |
| Cold | + 70%( 70%) |
| Fire | + 60%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 40% |
| Bleed Resistance | 40% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Cunning 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 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 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 |
| 3/5 |
| 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 |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the 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 | insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Resistance +5% fire +6% cold A pair of boots made of leather. |
| Quiver | barbed pouch of steel shots of annihilation (24/24, 32-39 power, 4 apr)3.0 Encumbrance T2 shot ammo [Ego++] Master Weapon Damage 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +15.5% Capacity 24 Projectile Speed +200% On Critical: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | scorching brass lantern2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire 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 | grounding dwarven-steel helm of the depths (0 def, 4 armour) 3.0 Encumbrance T3 head armor [Ego] Nature While equipped: Stats +4 Cun defense ------ Armor +4 Fatigue +4% Resistance +5% lightning +7% temporal +5% cold Mind save +6 (+3 eff.) other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Infernoschism' (0 def, 9 armour) 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 11 physical Damage +9% fire +5% physical Ignore resists +15% fire +15% cold When Hit 8 cold defense ------ Armor +9 Fatigue +3% Resistance +15% fire 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 | Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | Isothra the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Physical Power +5 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +12 (+5 eff.) Damage +3% mind Accuracy +8 (+3 eff.) Ignore Armor +8 When Hit 6 mind defense ------ Defense +9 (+5 eff.) other ------- EQ when Hit +0.12 Max psi +10.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 76% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.14 cold and 10.17 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| 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 | blazebringer's steel steamgun of piercing 4.0 Encumbrance T2 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +12.0% Attack Speed 100% Range +7 Projectile Speed +600% On-crit, radius 2 +6 fire Uses 2.0 Steam While equipped: offense ------ Global Speed +3% Ignore resists +6% all +7% fire Accuracy +7 (+2 eff.) Ignore Armor +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | nightruned hardened leather belt of shielding 1.0 Encumbrance T3 belt armor [Ego] Arcane While equipped: defense ------ Armor +5 Resistance +7% light +8% darkness Create a temporary shield that absorbs 170 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
| In off hand | Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 57.0 - 68.4 Stunning fire Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +7.0% Block +235 Damage Conversion 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: offense ------ Spellpower +8 (+4 eff.) When Hit 24 darkness 24 fire defense ------ Armor +18 Defense +8 (+4 eff.) Ranged Defense +12 (+4 eff.) Fatigue +25% Resistance +20% darkness +35% fire other ------- Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +9 (+5 eff.) Resistance +10% nature +25% cold Physical save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | impenetrable iron mail armour (2 def, 9 armour) 14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +9 Defense +2 (+1 eff.) Fatigue +12% Life Regen +4.00 Poison Resist +40% Disease Resist +40% Cut Resist +40% A suit of armour made of mail. |
Inventory
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
thorny mindstar (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Normal] 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 +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
warbringer's steel steamsaw of temporal resistance (+14%) (12-18 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 [Ego+] Nature/Master/Steamtech Weapon Damage 12.0 - 18.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +25 Uses 1.0 Steam While equipped: Stats +2 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +7% physical When Hit: * 14% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +14% temporal Disarm Resist +12% 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! |
hardened leather belt 'Runevor'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Dex +3 Mag +2 Wil +2 Con offense ------ Physical Power +25 (+9 eff.) Mindpower +5 (+2 eff.) Damage +12% physical defense ------ Armor +8 Mind save +7 (+3 eff.) A belt that goes around your waist. |
hardened leather belt of the vagrant1.0 Encumbrance T3 belt armor [Ego+] Nature While equipped: Stats +1 Con offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +5 (+2 eff.) A belt that goes around your waist. |
Floeveil the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Dex +5 Con offense ------ When Hit 10 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Armor +4 Fatigue +4% Resistance +13% light +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polithra the Flashwreath (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +5 Cun offense ------ Damage +18% light Ignore resists +15% light When Hit 10 light 4 fire defense ------ Defense +2 (+1 eff.) Resistance +12% fire Mind save +9 (+4 eff.) A pointy cloth hat, very wizardly... |
Yvadhekira the Ebonymaster (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +3 Cun +1 Wil offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) Damage +6% darkness Ignore resists +10% darkness When Hit 10 darkness defense ------ Defense +2 (+1 eff.) Resistance +6% light Crit Resistance 10.00% other ------- Psi/turn +0.28 A pointy cloth hat, very wizardly... |
enlightening dwarven-steel mail armour of implacability (3 def, 14 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Wil defense ------ Armor +14 Defense +3 (+2 eff.) Fatigue +6% Physical save +8 (+4 eff.) Mind save +10 (+5 eff.) A suit of armour made of mail. |
3 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. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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 144] simple healing salve [power 144]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 144 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
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! |
piercing yew totem of healing [power 266] (28/15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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 7
14th Retaking 124th year of Ascendancy at 22:24 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 15
25th Retaking 124th year of Ascendancy at 13:17 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Daimurion the Orc Annihilator level 10
16th Retaking 124th year of Ascendancy at 04:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Daimurion the Orc Annihilator level 20
41st Retaking 124th year of Ascendancy at 23:15 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Daimurion the Orc Annihilator level 16
33rd Retaking 124th year of Ascendancy at 01:56 see stats
Log
Bethenne the larvae bloated ritch mother hits Daimurion for (47 exoskeleton), 47 mind, (2 exoskeleton), 2 physical, (2 exoskeleton), 2 physical (51 total damage).
Bethenne the larvae bloated ritch mother hits Guardian turret for (29 shared), (1 shared), (1 shared) (31 total damage).
Bethenne the larvae bloated ritch mother hits Guardian turret for (68 shared), (3 shared), (3 shared) (74 total damage).
Melee retaliation hits Bethenne the larvae bloated ritch mother for 3 cold, 9 fire, 9 darkness, 2 mind, 3 cold, 9 fire, 9 darkness, 1 mind (44 total damage).
Emeluwen the larvae bloated ritch mother is on fire!
Daimurion is on fire!
Emeluwen the larvae bloated ritch mother activates a prepared device.
Something hits Emeluwen the larvae bloated ritch mother for 17 fire damage.
Something hits Daimurion for (5 exoskeleton), 5 fire (5 total damage).
Something hits Guardian turret for (3 shared) damage.
Something hits Guardian turret for (7 shared) damage.
Belorivena the ritch hive mother's static net area effect hits Daimurion for (13 exoskeleton), 13 lightning (13 total damage).
Belorivena the ritch hive mother's static net area effect hits Guardian turret for (8 shared), 57 lightning, (24 shared) (89 total damage).
Belorivena the ritch hive mother's static net area effect hits Guardian turret for (19 shared), 33 lightning (52 total damage).
Shadow misses Daimurion.
Burning Phosphorous from Daimurion hits Shadow for 14 fire damage.
Daimurion is freed from a bear trap.
Deep Wound from Emeluwen the larvae bloated ritch mother hits Daimurion for (16 exoskeleton), 16 physical (16 total damage).
Deep Wound from Emeluwen the larvae bloated ritch mother hits Guardian turret for (10 shared) damage.
Deep Wound from Emeluwen the larvae bloated ritch mother hits Guardian turret for (23 shared) damage.
Burning from Belorivena the ritch hive mother hits Daimurion for (2 exoskeleton), 2 fire (2 total damage).
Burning from Belorivena the ritch hive mother hits Guardian turret for (1 shared) damage.
Burning from Belorivena the ritch hive mother hits Guardian turret for (2 shared) damage.
Burning from Belorivena the ritch hive mother hits Emeluwen the larvae bloated ritch mother for 6 fire damage.
Deep Wound from Daimurion hits Bethenne the larvae bloated ritch mother for 13 physical damage.
Burning Phosphorous from Daimurion hits Emeluwen the larvae bloated ritch mother for 8 fire damage.
Daimurion the level 22 orc annihilator was mutilated to death by Emeluwen the larvae bloated ritch mother on level 2 of Ritch Hive.
A developing ritch larva BURSTS OUT of Daimurion!
A developing ritch larva BURSTS OUT of Daimurion!
A developing ritch larva BURSTS OUT of Daimurion!
















































































