













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 21 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinywe the ritch larva at level 20 on the 47th Retaking 124th year of Ascendancy at 01:20 / 2Killed by Elitha the ritch centipede at level 21 on the 47th Retaking 124th year of Ascendancy at 05:02 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 52 (base 48) |
| Constitution | 14 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 51 (base 40) |
Resources
| Life | -12/463 |
| Steam | 17/100 |
| Healing Factor | 1.6072895330004 |
| Regeneration | 13.903054460453 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 40 |
| Crit Chance | 25% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 40 |
| Crit Chance | 25% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Fire | +6% |
| Nature | +8% |
| Physical | +8% |
| Mind | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 10 |
| Physical Save | 27 |
| Spell Save | 21 |
| Mental Save | 15 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 42%( 70%) |
| Cold | + 26%( 70%) |
| All | 0%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 30%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Poison Resistance | 14% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.2 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 87%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 66%. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 447% 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 Willpower stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Avoidance | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | 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 iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | deadly pouch of stralite shots of corruption (19/23, 54-65 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Arcane/Master Weapon Damage 54.0 - 64.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 23 On Hit: 20% Curse of Death level 4 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.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
| On hands | cinder hardened leather gloves of strength (+3) (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+3 eff.) On-Hit 7 fire Damage +6% fire defense ------ Armor +2 Resistance +5% fire other ------- Talents +2 Toxic Cannister Launcher Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Glorelaith the dragonbone totem of healing [power 464] (15 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: Stats +1 Wil offense ------ Critical power +10.00% Damage +3% mind When Hit 4 mind defense ------ Resistance +6% mind other ------- Hate-on-crit +3.00 Heal yourself and all friendly characters within 10 spaces for 464 Puts all charms on 15 turn cooldown 100% to heal for 74. 100% to reduce fatigue by 51% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | treant's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +9 (+3 eff.) Ignore Armor +9 defense ------ Defense +9 (+4 eff.) Resistance +5% nature +7% blight Poison Resist +14% Disease Resist +12% 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 4 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 119% 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! |
| Around neck | 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 (+7 eff.) Spell save +15 (+8 eff.) Mind save -7 (-7 eff.) Life +20.00 You have died, but that does not bother the collar at all... 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. |
| In main hand | Talosis' Counterpoint 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical On-Hit, radius 1 +36 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+2 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Vindicator 4.0 Encumbrance T3 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 100% Range +7 Projectile Speed +600% Damage Against +25% Undead On-Hit, radius 1 +36 20% chance of physical repulsion On Critical: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
| Cloak | Pressurizer (8 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex offense ------ Steam Crit +10% Steampower +10 (+2 eff.) defense ------ Defense +8 (+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 | troll-hide cured leather armour of Toknor (6 def, 12 armour) 9.0 Encumbrance T2 light armor [Ego++] Nature/Master While equipped: offense ------ Physical Crit +3.0% Critical power +12.00% Physical Power +6 (+2 eff.) When Hit 20 physical defense ------ Armor +12 Defense +6 (+3 eff.) Fatigue +8% Life +32.00 Life Regen +5.40 Healmod +12% A suit of armour made of leather. |
Inventory
acid wave rune of the psychic (damage 61; dur 4; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 60.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Steamgun0.1 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. |
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? |
conjurer's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+6 eff.) Rings make your fingers look great! |
balanced steel dagger of massacre (16-21 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +29% Sharp, short and deadly. |
dwarven-steel dagger of massacre (26-34 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 26.5 - 34.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
manaburning dwarven-steel dagger of erosion (20-26 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Nature/Disrupt Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 nature On Hit: * 13 arcane resource burn Sharp, short and deadly. |
truestriking steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +8% physical Accuracy +9 (+3 eff.) Ignore Armor +5 Sharp, short and deadly. |
mighty ash longbow4.0 Encumbrance T2 longbow 2H weapon [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +2 Str offense ------ Physical Power +11 (+4 eff.) Longbows are used to shoot arrows at your foes. |
manaburning steel mace of erosion (16-23 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Nature/Disrupt Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +9 nature On Hit: * 11 arcane resource burn Blunt and deadly. |
Tidemarrow (20-24 power, 4 apr, arcane element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +6 Wil offense ------ Spell Crit +3% Spellpower +9 (+9 eff.) Mindpower +10 (+5 eff.) Damage +20% arcane defense ------ Defense +8 (+4 eff.) Resistance +6% cold Crit Resistance 5.00% Mind save +6 (+5 eff.) other ------- Light +3 Infravision +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 51.84 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ranger's steel steamgun of lightning4.0 Encumbrance T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +8 lightning On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +1 Dex offense ------ Damage +10% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamsaw (22-33 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 [Normal] Steamtech Weapon Damage 22.0 - 33.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% 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! |
hardened leather belt 'Frigidbreacher'1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +3 Con offense ------ Physical Crit +3.0% Critical power +10.00% Mindpower +5 (+2 eff.) Damage +3% mind defense ------ Armor +4 Resistance +9% cold +1% physical Physical save +8 (+4 eff.) A belt that goes around your waist. |
kruk cloak (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
cashmere robe 'Charreeve' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +18% nature +18% fire Ignore resists +10% light +15% acid When Hit 4 acid defense ------ Resistance +9% acid +27% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Haratochak the Willowseam (2 def, 12 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +3% nature Ignore Armor +5 defense ------ Armor +12 Defense +2 (+1 eff.) Resistance +9% acid +6% fire +3% nature +8% cold A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Psionic While equipped: Stats +4 Cun defense ------ Defense +2 (+1 eff.) Mind save +8 (+6 eff.) A pointy cloth hat, very wizardly... |
Emeluth the Growthprophet (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Master While equipped: Stats +2 Wil offense ------ Ignore resists +20% nature When Hit 4 nature defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +6% light +19% fire other ------- EQ when Hit +0.20 Max hate +4.00 A suit of armour made of mail. |
Mayemina the steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Master While equipped: offense ------ Damage +3% acid +12% mind Ignore resists +20% acid When Hit 4 acid defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% lightning +12% mind A suit of armour made of mail. |
Lightningwrest (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Disrupt While equipped: Stats +2 Dex +3 Mag +4 Wil offense ------ Ignore resists +15% lightning defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +14% blight +15% nature +3% acid A suit of armour made of leather. |
cleansing hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +13% nature +14% blight A suit of armour made of leather. |
prismatic cured leather armour of spell shielding (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane While equipped: offense ------ When Hit 0 physical defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +6% arcane +11% light +10% darkness Spell save +14 (+7 eff.) A suit of armour made of leather. |
reinforced leather armour of fire resistance (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Master While equipped: defense ------ Armor +7 Defense +12 (+5 eff.) Fatigue +8% Resistance +19% fire A suit of armour made of leather. |
Smearwedge (0 def, 6 armour, 75.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Random Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 11 lightning Damage +6% nature +3% arcane Ignore resists +10% nature When Hit 3 lightning 4 arcane defense ------ Armor +6 Fatigue +8% Resistance +7% acid +7% fire +15% blight +7% cold +11% nature +7% lightning 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. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Yeti's Muscle Tissue (Behemoth)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 17] simple frost salve [power 17]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 142% efficiency and 87% cooldown modifier. Remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 204] simple healing salve [power 204]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 142% efficiency and 87% cooldown modifier. Heal 204 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
flaming pouch of steel shots of daylight (15/15, 18-21 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 17.5 - 21.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 15 On-ranged-hit +6 light Damage Against +8% Undead On-Hit, radius 1 +5 fire Shots are used with slings to pummel your foes to death. |
pouch of iron shots (17/17, 12-15 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 12.5 - 15.0 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. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
iron spike attachment0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 10 physical defense ------ Armor +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
steel kinetic stabiliser0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +6 (+3 eff.) Pinning Resist +10% Knockbk Resist +10% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
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. |
iron torque of mindblast [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 103 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
powerful elm wand of lightning storm [power 116] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. 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. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Alilen the Orc Gunslinger level 11
18th Retaking 124th year of Ascendancy at 12:19 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Alilen the Orc Gunslinger level 14
23rd Retaking 124th year of Ascendancy at 23:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Alilen the Orc Gunslinger level 10
15th Retaking 124th year of Ascendancy at 19:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Alilen the Orc Gunslinger level 20
45th Retaking 124th year of Ascendancy at 20:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alilen the Orc Gunslinger level 17
32nd Retaking 124th year of Ascendancy at 10:17 see stats
Log
Alilen shrugs off the effect 'Frozen'!
Xodhevena the larvae bloated ritch mother hits Alilen for (24 flat reduction), 0 cold (0 total damage).
Alilen shoots!
Elitha the ritch centipede deactivates Kinetic Aura.
Alilen resists the punch!
Elitha the ritch centipede hits Alilen for (33 flat reduction), 105 physical (105 total damage).
Alilen casts Curse of Death.
Elitha the ritch centipede shrugs off Alilen's 'Curse of Death'!
Alilen's Shoot hits Elitha the ritch centipede for (49 to psi shield), 74 physical, (14 to psi shield), 21 physical (95 total damage).
Burning from Xodhevena the larvae bloated ritch mother hits Alilen for (33 flat reduction), 8 fire (8 total damage).
Xodhevena the larvae bloated ritch mother uses Charge Leech.
Xodhevena the larvae bloated ritch mother hits Alilen for (29 flat reduction), 0 lightning (0 total damage).
Elitha the ritch centipede hits Alilen for (33 flat reduction), 76 physical, (8 flat reduction), 0 nature (76 total damage).
Melee retaliation hits Elitha the ritch centipede for 2 mind, (8 to psi shield), 12 physical (13 total damage).
Alilen shoots!
Elitha the ritch centipede deflects the projectile from Alilen to the southeast!
Alilen's Shoot hits Elitha the ritch centipede for (44 to psi shield), 66 physical, (6 to psi shield), 9 physical (75 total damage).
Alilen stops burning.
Elitha the ritch centipede's Beyond the Flesh hits Alilen for (33 flat reduction), 25 physical, (4 flat reduction), 0 nature (25 total damage).
Melee retaliation hits Elitha the ritch centipede for 2 mind, (8 to psi shield), 12 physical (13 total damage).
Xodhevena the larvae bloated ritch mother uses Mindlash.
Alilen shrugs off the effect 'Off-balance'!
Elitha the ritch centipede uses Telekinetic Smash.
Alilen is stunned!
Elitha the ritch centipede hits Alilen for (33 flat reduction), 63 physical (63 total damage).
Xodhevena the larvae bloated ritch mother hits Alilen for (33 flat reduction), 82 physical (82 total damage).
Melee retaliation hits Elitha the ritch centipede for 2 mind, (8 to psi shield), 12 physical, 2 mind, (8 to psi shield), 12 physical (27 total damage).
Alilen the level 21 orc gunslinger was shattered to death by Elitha the ritch centipede on level 2 of Ritch Hive.







































































































