
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 22 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Adumiwyn the larvae bloated ritch mother at level 20 on the 49th Retaking 124th year of Ascendancy at 23:03 / 2Killed by orc corruptor at level 22 on the 50th Retaking 124th year of Ascendancy at 23:11 |
Primary Stats
| Strength | 24 (base 11) |
| Dexterity | 59 (base 50) |
| Constitution | 14 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 68 (base 40) |
Resources
| Life | -179/399 |
| Steam | 96/100 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +101.92255432478% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 5 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 45 |
| Crit Chance | 26% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 45 |
| Crit Chance | 26% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Fire | +10% |
| Physical | +8% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 37 (69.687909656376%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 25 |
| Mental Save | 42 |
Defense: Resistances
| Darkness | + 15%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 3%( 70%) |
| Mind | + 12%( 70%) |
| Blight | + 15%( 70%) |
| Acid | + 15%( 70%) |
| Fire | + 10%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
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%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
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'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * 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 | Anti-Gravity Boots (8 def, 8 armour)3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (73 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (125 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Quiver | Xereda the pouch of dwarven-steel shots (13/15, 34-41 power, 3 apr) 3.0 Encumbrance T3 shot ammo [Random Unique] Nature/Disrupt Weapon Damage 34.0 - 40.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 15 On-ranged-hit +5 nature +4 physical Damage Against +10% Unnatural +10% Unliving On Hit: * 20% chance to create vines that bind the target to the ground dealing 104 nature damage and pinning them for 3 turns While equipped: other ------- Reload +4 Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +5 See Invisibility +7 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 | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
| 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 (+6 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 | warrior's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 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 (+5 eff.) Spell save +15 (+8 eff.) Mind save -7 (-2 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. |
| On hands | brawler's dwarven-steel gauntlets (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +2 Cun defense ------ Armor +2 Fatigue +3% Physical save +5 (+2 eff.) other ------- Talents +1 Sand Shredder Cooldown Double Strike -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. |
| In off hand | gunslinger's stralite steamgun 4.0 Encumbrance T4 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-Hit, radius 1 +36 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Steampower +5 (+2 eff.) Damage +8% physical other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | cashmere cloak 'Shimmerblight' (12 def, 5 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +3% lightning +3% mind Ignore resists +15% mind +15% lightning defense ------ Armor +5 Defense +12 (+4 eff.) Resistance +12% lightning +12% mind +3% light Physical save +14 (+5 eff.) Spell save +10 (+5 eff.) Mind save +15 (+5 eff.) Stun Resist +20% 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 cured leather armour of command (13 def, 16 armour) 9.0 Encumbrance T2 light armor [Ego++] Psionic While equipped: Stats +7 Cun +4 Wil offense ------ When Hit 20 physical defense ------ Armor +16 Defense +13 (+4 eff.) Fatigue +8% Mind save +27 (+9 eff.) A suit of armour made of leather. |
Inventory
shielding rune (absorb 50; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Back Support0.1 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: Headlamp0.1 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: 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. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic 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. |
2 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
restful copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
restful gold amulet of willpower (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Wil defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
steel mace of massacre (18-25 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Master Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
fungal iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Ego] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +1 Con other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 78 life over 5 turns Puts all charms on 20 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery 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. |
iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery 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. |
thought-forged dwarven-steel steamsaw of massacre (27-40 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Weapon Damage 27.0 - 40.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +50 On-hit +8 mind On Hit: * 16% chance to reduce all saves and defense by 19 Uses 1.0 Steam While equipped: Stats +3 Cun +2 Wil defense ------ Armor +4 Defense +6 (+2 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! |
truestriking dwarven-steel steamsaw of massacre (30-45 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 30.0 - 45.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: offense ------ Ignore resists +8% physical Accuracy +11 (+4 eff.) Ignore Armor +8 defense ------ Armor +4 Defense +6 (+2 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! |
dwarven-steel waraxe 'Charsin' (20-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +8 fire While equipped: Stats +5 Wil offense ------ Ignore resists +25% mind +20% fire Accuracy +8 (+3 eff.) When Hit 4 lightning defense ------ Defense +9 (+3 eff.) Disarm Resist +25% One-handed war axes. |
Pressurizer (8 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex offense ------ Steam Crit +10% Steampower +10 (+3 eff.) defense ------ Defense +8 (+3 eff.) Resistance +0% lightning other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Vorurina the Flashgore (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Str +2 Con offense ------ Damage +15% lightning On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Defense +2 (+1 eff.) Physical save +10 (+4 eff.) Spell save +9 (+5 eff.) Life +81.00 other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+3 eff.) Resistance +15% cold Physical save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
kruk cloak (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
focusing cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Damage +10% acid +5% physical +5% fire +6% cold defense ------ Resistance +10% acid +10% physical +12% fire +12% cold +11% all other ------- Mana/turn +0.16 Psi/turn +0.16 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal other ------- Stamina/turn +0.40 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of dwarven-steel boots of evasion (3 def, 6 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +3% other ------- Infravision +1 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: Stats +2 Cun +3 Dex defense ------ Armor +3 Life Regen +2.00 Healmod +10% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. A pair of boots made of leather. |
Zanuhell the Dimroar (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 nature Damage +5% nature +6% darkness Ignore resists +5% light defense ------ Armor +2 Fatigue +3% Resistance +9% acid +5% nature +3% lightning other ------- Light +3 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. |
heroic voratun gauntlets of strength (+4) (0 def, 6 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +4 Str offense ------ Physical Power +8 (+3 eff.) defense ------ Armor +6 Fatigue +5% Mind save +5 (+2 eff.) Life +59.00 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. |
scouring hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 15 arcane resource burn defense ------ Armor +2 Spell save +8 (+4 eff.) 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. |
miner's rough leather cap (0 def, 3 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +0 Cun defense ------ Armor +3 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Mind save +14 (+5 eff.) A suit of armour made of mail. |
radiant steel mail armour of the deep (2 def, 7 armour)14.0 Encumbrance T2 heavy armor [Ego++] Nature While equipped: Stats +2 Wil defense ------ Armor +7 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% blight +6% cold +12% darkness +7% acid other ------- Light +1 Breathe water A suit of armour made of mail. |
enlightening hardened leather armour of acid resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +21% acid Mind save +10 (+4 eff.) A suit of armour made of leather. |
prismatic rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Arcane While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +11% light +10% darkness A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
troll-hide cured leather armour of stability (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +5% physical Physical save +10 (+4 eff.) Life +33.00 Life Regen +4.00 Healmod +10% A suit of armour made of leather. |
Ragazilachik the quiver of yew arrows (15/15, 56-78 power, 16 apr)3.0 Encumbrance T3 arrow ammo [Random Unique] Arcane/Master Weapon Damage 55.5 - 77.7 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +21.0% Capacity 15 Projectile Speed +200% On-ranged-hit +12 blight +4 temporal +8 arcane On-Hit, radius 1 +8 temporal +11 fire On Critical: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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 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. |
acidic pouch of iron shots (17/17, 12-15 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Arcane 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 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Shots are used with slings to pummel your foes to death. |
pouch of iron shots (16/16, 13-16 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
crude focus lens0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! |
good voltaic shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Voltaic Shell Tinkers can be attached to normal items to improve them with steam power! |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con 4 charge(s). Reduce the duration of all detrimental effects. Uses 10 power out of 4/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
3 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. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Beryvor the Orc Gunslinger level 14
27th Retaking 124th year of Ascendancy at 21:07 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Beryvor the Orc Gunslinger level 10
16th Retaking 124th year of Ascendancy at 19:52 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Beryvor the Orc Gunslinger level 20
49th Retaking 124th year of Ascendancy at 05:27 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Beryvor the Orc Gunslinger level 16
37th Retaking 124th year of Ascendancy at 14:36 see stats
Log
Poison from Naga tide huntress hits Beryvor for (37 flat reduction), 8 nature (8 total damage).
Something hits Beryvor for (37 flat reduction), 80 cold (80 total damage).
Barrow wight's glacial vapour area effect hits Beryvor for (37 flat reduction), 9 cold (9 total damage).
Beryvor is confused and fails to use Explosive Shell.
Orc corruptor casts Blightzone.
Beryvor shrugs off the effect 'Stunned'!
Something hits Beryvor for (37 flat reduction), 54 cold (54 total damage).
Orc corruptor's blight area effect hits Beryvor for (37 flat reduction), 8 blight (8 total damage).
Barrow wight's glacial vapour area effect hits Beryvor for (37 flat reduction), 9 cold (9 total damage).
Poison from Naga tide huntress hits Beryvor for (37 flat reduction), 8 nature (8 total damage).
The shield around orc corruptor crumbles.
Beryvor is confused and fails to use Cloak Gesture.
Orc corruptor casts Curse of Vulnerability.
Beryvor is cursed.
Beryvor deflects the projectile from Something to the south!
Barrow wight's glacial vapour area effect hits Beryvor for (37 flat reduction), 33 cold (33 total damage).
Orc corruptor's blight area effect hits Beryvor for (37 flat reduction), 28 blight (28 total damage).
Poison from Naga tide huntress hits Beryvor for (37 flat reduction), 30 nature (30 total damage).
Naga tide huntress's Shoot misses Beryvor.
Beryvor is confused and fails to use Cloak Gesture.
Orc corruptor activates his torque!
Orc corruptor roars triumphantly.
Beryvor resists the effect 'Silenced'!
Orc corruptor hits Beryvor for (37 flat reduction), 72 mind (72 total damage).
Something hits Beryvor for (37 flat reduction), 139 cold (139 total damage).
Beryvor the level 22 orc gunslinger was mentally tortured to death by an orc corruptor on level 1 of Hidden Vault - Ritch Hive (3).




































































































