
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Ashes of Urh'Rok 1.4.0Official 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 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Cursed |
| Level / Exp | 18 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Xeldanne the ritch hive mother at level 18 on the 50th Retaking 124th year of Ascendancy at 21:08 / 1 |
Primary Stats
| Strength | 68 (base 40) |
| Dexterity | 13 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 24 (base 10) |
| Willpower | 40 (base 36) |
| Cunning | 22 (base 17) |
Resources
| Life | -3/477 |
| Hate | 100/100 |
| Healing Factor | 1.34 |
| Regeneration | 7.772 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +358.72285113764% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 6 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 38 |
| Crit Chance | 15% |
| APR | 2 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | +3% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 10 |
| Physical Save | 35 |
| Spell Save | 20 |
| Mental Save | 31 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 22% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 93% efficiency and cooldown mod of 59%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 130 damage for 5 turns. |
| 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 80% efficiency and cooldown mod of 55%. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| beneficial effect | You have 1 charges. Death Momentum |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +32% physical damage, +16 physical save, +16 mental save, 27/27 damage shrugged off this turn) Rampaging |
| detrimental effect | The gloom has confused the target, making it act randomly (10% chance) and unable to perform complex actions. Confused by the gloom |
| detrimental effect | The target is infected by a disease, reducing its constitution by 5 and doing 8.00 blight damage per turn. Rotting Disease |
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 |
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 | [vs. insulating pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)] insulating pair of rough leather boots of tirelessness (0 def, 1 armour)insulating pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes resistances: +6%(-) cold / +6%(-) fire Stamina each turn: +0.30 (-) Maximum stamina: +11.00 (-) A pair of boots made of leather. |
| On hands | [vs. restful iron gauntlets of strength (+3) (0 def, 1 armour) (On hands)] restful iron gauntlets of strength (+3) (0 def, 1 armour)restful iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) (-) Armour: +1 (-) Changes stats: +3(-) Str Talents granted: +1.00(-) Sand Shredder Life regen: +1.30 (-) Stamina each turn: +0.60 (-) Maximum stamina: +10.00 (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | [vs. insulating rough leather hat of strength (+3) (0 def, 1 armour) (On head)] insulating rough leather hat of strength (+3) (0 def, 1 armour)insulating rough leather hat of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3(-) Str Changes resistances: +6%(-) cold / +6%(-) fire Infravision radius: +6 (-) Sight radius: +1 (-) See stealth: +10 (-) See invisible: +10 (-) A hat made of leather. Very stylish. |
| Tool | [vs. defiled elm wand of clairvoyance [power 9] (6 cooldown) (Tool)] defiled elm wand of clairvoyance [power 9] (6 cooldown)defiled elm wand of clairvoyance [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Maximum vim: +6.00 (-) It can be used to reveal the area around you, dispelling darkness (radius 9, power 47 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. steel ring of clarity (On fingers, 1 of 2)] steel ring of claritysteel ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +6 (+3 eff.) (-) Confusion immunity: +22% (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. steel ring of clarity (On fingers, 1 of 2)] Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-22%) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
| Around neck | [vs. Sunstone (Around neck)] SunstoneSunstone Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10%(-) cold Changes damage: +10%(-) light / +10%(-) fire Steampower: +8 (+4 eff.) (-) Steam each 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 | [vs. arcing steel greatsword of crippling (127% power, 2 apr) (In main hand)] arcing steel greatsword of crippling (127% power, 2 apr)arcing steel greatsword of crippling (127% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +12(-) lightning When wielded/worn: Physical crit. chance: +9.0% (-) Massive two-handed swords. |
| Main armor | [vs. troll-hide cured leather armour of the hero (2 def, 12 armour) (Main armor)] troll-hide cured leather armour of the hero (2 def, 12 armour)troll-hide cured leather armour of the hero (2 def, 12 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +12 (-) Defense: +2 (+2 eff.) (-) Fatigue: +8% (-) Damage when hit (Melee): 20(-) physical Changes stats: +5(-) Str / +4(-) Dex / +3(-) Mag / +3(-) Wil / +4(-) Cun Life regen: +3.00 (-) Healing mod.: +14% (-) A suit of armour made of leather. |
| Cloak | [vs. linen cloak of Iron Throne (1 def, 0 armour) (Cloak)] linen cloak of Iron Throne (1 def, 0 armour)linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Str / +1(-) Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | [vs. preserving brass lantern (Light source)] preserving brass lanternpreserving brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2(-) Con Changes resistances: +6%(-) blight Life regen: +1.10 (-) Light radius: +2 (-) 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. |
Inventory
wild infusion of the sneak (resist 12%; cure mental) wild infusion of the sneak (resist 12%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. steel ring of clarity (On fingers, 1 of 2)] marksman's steel ringmarksman's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-22%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. arcing steel greatsword of crippling (127% power, 2 apr) (In main hand)] flaming steel battleaxe of daylight (124% power, 2 apr)flaming steel battleaxe of daylight (124% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 124% (-3%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target On weapon crit: - cripple the target Damage (Melee): +7 light / +0(-12) lightning Burst (radius 1) on hit: +9 fire Damage against: +13% Undead When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Massive two-handed battleaxes. |
[vs. arcing steel greatsword of crippling (127% power, 2 apr) (In main hand)] iron battleaxe (113% power, 1 apr)iron battleaxe (113% power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 113% (-14%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-1) Physical crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target On weapon crit: - cripple the target Damage (Melee): +0(-12) lightning When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Massive two-handed battleaxes. |
[vs. arcing steel greatsword of crippling (127% power, 2 apr) (In main hand)] thought-forged iron battleaxe (108% power, 1 apr)thought-forged iron battleaxe (108% power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 108% (-19%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-1) Physical crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) On weapon hit: * 17% chance to cause random gloom (+17%) - 25% chance for lightning to arc to a second target On weapon crit: - cripple the target Damage (Melee): +0(-12) lightning / +7 mind When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Changes stats: +3 Cun / +3 Wil Massive two-handed battleaxes. |
[vs. arcing steel greatsword of crippling (127% power, 2 apr) (In main hand)] Spellcrusher (139% power, 4 apr)Spellcrusher (139% power, 4 apr) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% (+12%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (+2) Physical crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target + 50% chance to shatter magical shields On weapon crit: - cripple the target Damage (Melee): +20 nature / +0(-12) lightning When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+8 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
[vs. linen cloak of Iron Throne (1 def, 0 armour) (Cloak)] linen cloak of the Shaloren (1 def, 0 armour)linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +0(-1) Str / +1 Mag / +2 Wil / +0(-1) Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. restful iron gauntlets of strength (+3) (0 def, 1 armour) (On hands)] iron gauntlets of magic (+2) (0 def, 1 armour)iron gauntlets of magic (+2) (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-1 eff.)) Armour: +1 (-) Changes stats: +0(-3) Str / +2 Mag Changes damage: +3% arcane Talent granted: +0(+-1) Sand Shredder Life regen: +0.00 (-1.30) Stamina each turn: +0.00 (-0.60) Maximum stamina: +0.00 (-10.00) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. insulating rough leather hat of strength (+3) (0 def, 1 armour) (On head)] insulating rough leather cap of dexterity (+3) (0 def, 1 armour)insulating rough leather cap of dexterity (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +0(-3) Str / +3 Dex Changes resistances: +5%(-1%) cold / +5%(-1%) fire Infravision radius: +0 (-6) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) A cap made of leather. |
[vs. insulating rough leather hat of strength (+3) (0 def, 1 armour) (On head)] iron helm of dexterity (+3) (0 def, 3 armour)iron helm of dexterity (+3) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +5% (+4%) Changes stats: +0(-3) Str / +3 Dex Changes resistances: +0%(-6%) cold / +0%(-6%) fire Infravision radius: +0 (-6) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. troll-hide cured leather armour of the hero (2 def, 12 armour) (Main armor)] enlightening steel mail armour of fire resistance (2 def, 6 armour)enlightening steel mail armour of fire resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-6) Defense: +2 (+2 eff.) (-) Fatigue: +14% (+6%) Damage when hit (Melee): 0(-20) physical Changes stats: +0(-5) Str / +0(-4) Dex / +0(-3) Mag / +4(+1) Wil / +4(-) Cun Changes resistances: +17% fire Mental save: +10 (+5 eff.) Life regen: +0.00 (-3.00) Healing mod.: +0% (-14%) A suit of armour made of mail. |
[vs. troll-hide cured leather armour of the hero (2 def, 12 armour) (Main armor)] iron mail armour (2 def, 4 armour)iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-8) Defense: +2 (+2 eff.) (-) Fatigue: +12% (+4%) Damage when hit (Melee): 0(-20) physical Changes stats: +0(-5) Str / +0(-4) Dex / +0(-3) Mag / +0(-3) Wil / +0(-4) Cun Life regen: +0.00 (-3.00) Healing mod.: +0% (-14%) A suit of armour made of mail. |
[vs. troll-hide cured leather armour of the hero (2 def, 12 armour) (Main armor)] spiked iron mail armour of cold resistance (2 def, 4 armour)spiked iron mail armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-8) Defense: +2 (+2 eff.) (-) Fatigue: +12% (+4%) Damage when hit (Melee): 10(-10) physical Changes stats: +0(-5) Str / +0(-4) Dex / +0(-3) Mag / +0(-3) Wil / +0(-4) Cun Changes resistances: +15% cold Life regen: +0.00 (-3.00) Healing mod.: +0% (-14%) A suit of armour made of mail. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. defiled elm wand of clairvoyance [power 9] (6 cooldown) (Tool)] shattering iron pickaxe (dig speed 20 turns)shattering iron pickaxe (dig speed 20 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +11% physical Maximum vim: +0.00 (-6.00) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. preserving brass lantern (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-2) Con Changes resistances: +0%(-6%) blight Life regen: +0.00 (-1.10) Light radius: +2 (-) 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. |
[vs. defiled elm wand of clairvoyance [power 9] (6 cooldown) (Tool)] Korbek's SpyglassKorbek's Spyglass Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Maximum vim: +0.00 (-6.00) Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent fiery salve [power 14] potent fiery salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (14% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent frost salve [power 14] potent frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent healing salve [power 158] potent healing salve [power 158]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. It can be used to heal 158, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent water salve [power 14] potent water salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent fungal web potent fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Urozilablek the Whitehoof Cursed level 7
15th Retaking 124th year of Ascendancy at 06:27 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Urozilablek the Whitehoof Cursed level 9
26th Retaking 124th year of Ascendancy at 07:46 see stats
Level 10 (Roguelike)
Got a character to level 10.By Urozilablek the Whitehoof Cursed level 10
26th Retaking 124th year of Ascendancy at 07:46 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Urozilablek the Whitehoof Cursed level 17
50th Retaking 124th year of Ascendancy at 16:03 see stats
Log
Your rampage is invigorated by your fierce attack! (+1 duration)
Xeldanne the ritch hive mother overcomes the dismay
Xeldanne the ritch hive mother hits Urozilablek for (2 resist armour), (12 absorbed), 0 darkness, (2 resist armour), (15 absorbed), 0 physical (0 total damage).
Urozilablek hits Xeldanne the ritch hive mother for 187 physical, 11 lightning (197 total damage).
Xeldanne the ritch hive mother shoots!
Urozilablek has shrugged off 7 damage and is ready for more.
Rotting Disease from Xeldanne the ritch hive mother hits Urozilablek for (2 resist armour), (5 absorbed), 0 blight (0 total damage).
Xeldanne the ritch hive mother's Shoot performs a ranged critical strike against Urozilablek!
Your shield crumbles under the damage!
The shield around Urozilablek crumbles.
Your hatred grows even as your life fades! (+4 hate)
Urozilablek resists the mind attack!
Xeldanne the ritch hive mother's Shoot hits Urozilablek for (2 resist armour), (94 absorbed), 0 physical, (2 resist armour), (3 absorbed), 0 mind, , (2 resist armour), (1 absorbed), 0 nature, (2 resist armour), 0 lightning (0 total damage).
Xeldanne the ritch hive mother's Shoot hits Urozilablek for (2 resist armour), 42 physical, (2 resist armour), 1 mind, , (2 resist armour), 6 nature, (2 resist armour), 3 lightning (53 total damage).
Urozilablek is dazed!
Urozilablek receives 156 healing.
Urozilablek has shrugged off 27 damage and is ready for more.
Urozilablek is not dazed anymore.
Urozilablek speeds up.
Xeldanne the ritch hive mother moves reluctantly!
Rotting Disease from Xeldanne the ritch hive mother hits Urozilablek for (2 resist armour), 0 blight (0 total damage).
Xeldanne the ritch hive mother shoots!
Xeldanne the ritch hive mother's Shoot performs a ranged critical strike against Urozilablek!
You fight through the pain! (+3 hate)
Urozilablek resists the mind attack!
Xeldanne the ritch hive mother's Shoot performs a ranged critical strike against Urozilablek!
Your hatred grows even as your life fades! (+10 hate)
Urozilablek is lost in despair!
Saving game...
