










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: "Save" Talent/Stat Points 1.4.0A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Stop Hitting Yourself! 1.5.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. Embers of Rage 1.5.0Official 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:
Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. 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. EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Male |
Race | Orc |
Class | Reaver |
Level / Exp | 50 / 2645% |
Size | big |
Lifes / Deaths | Killed by dreaming horror at level 21 on the 29th Revenge 124th year of Ascendancy at 23:10 0 / 9Killed by dreaming horror at level 22 on the 30th Revenge 124th year of Ascendancy at 01:32 Killed by High Sun Paladin Aeryn at level 27 on the 33rd Pain 124th year of Ascendancy at 14:54 Killed by Riaga the human at level 27 on the 35th Pain 124th year of Ascendancy at 13:09 Killed by armoured skeleton warrior at level 30 on the 45th Pain 124th year of Ascendancy at 10:40 Killed by Adera the titan vile spewer at level 50 on the 7th Remembrance 125th year of Ascendancy at 03:04 Killed by blade horror at level 50 on the 12nd Remembrance 125th year of Ascendancy at 13:53 Killed by spiked tentacle at level 50 on the 13rd Remembrance 125th year of Ascendancy at 08:17 Killed by Sher'Tul High Priest at level 50 on the 13rd Remembrance 125th year of Ascendancy at 08:58 |
Primary Stats
Strength | 172 (base 60) |
Dexterity | 86 (base 24) |
Constitution | 111 (base 60) |
Magic | 78 (base 60) |
Willpower | 90 (base 60) |
Cunning | 74 (base 14) |
Resources
Life | -297/1782 |
Steam | 100/100 |
Vim | 205/296 |
Healing Factor | 1.7591459074734 |
Regeneration | 11.874234875445 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 8 |
See Stealth | 79.218338131001 |
See Invisible | 81.218338131001 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 333 |
Accuracy | 82 |
Crit Chance | 37% |
APR | 61 |
Speed | 1.00 |
Offense: Offhand
Damage | 228 |
Accuracy | 82 |
Crit Chance | 42% |
APR | 68 |
Speed | 1.00 |
Offense: Spell
Spellpower | 67 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Light | +19% |
Temporal | +5% |
Physical | +24% |
Lightning | +29% |
All | -1% |
Offense: Damage Penetration
Physical | +64% |
Lightning | +59% |
Fire | +64% |
All | +29% |
Defense: Base
Armour (hardiness) | 96.084537089062 (100%) |
Defense | 56 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 48 |
Mental Save | 51 |
Defense: Resistances
Acid | + 41%( 74%) |
Blight | + 33%( 74%) |
Arcane | + 17%( 74%) |
Cold | + 24%( 74%) |
All | + 15%( 74%) |
Lightning | + 47%( 74%) |
Temporal | + 16%( 74%) |
Darkness | + 24%( 74%) |
Physical | + 21%( 74%) |
Fire | + 34%( 74%) |
Nature | + 27%( 74%) |
Defense: Immunities
Pinning Resistance | 25% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 5% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 51 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 7 turns. While Heroism is active, you will only die when reaching -1374 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 39 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 612 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 433 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 41 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 643 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Corruption / Scourge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Rot | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Corruption / Plague | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | The target taps its blood's hidden power, increasing all damage done by 18%. Life Tap |
detrimental effect | The target is hexed. Each time it uses an ability it takes 134.00 fire damage, and talent cooldowns are increased by 89% plus 1 turn. Burning Hex |
beneficial effect | The target is in a magical frenzy, improving spellpower by 42. Bloodlust |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing (Vim) |
detrimental effect | Vern is fed upon by Sher'Tul High Priest. Fed Upon |
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. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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 |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | 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 | ![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +125% Teleport- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +3 Dex +4 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +20% light Res.pen +14% all Apr +15 Melee Ret 8 physical ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +11% blight Max.HP +58.00 HP.reg +4.40 ---------- misc Stam/turn +0.40 Mana/turn +0.08 Light +10 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +22 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Mind.save +15 (+5 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +20 (+3 eff.) Steampwr +20 (+7 eff.) Res.pen +20% fire +20% physical ----- def ----- Armour +10 ---------- misc Max.enc +20 On landing any melee attack, release a fiery shockwave, dealing fire and physical damage each equal to your steampower in a cone from the target of radius 3. From your hands have been wrought incredible works. Your works have been forged in fire, and so have you. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +4 Str +6 Dex +2 Con dps ---------- Phys.pwr +10 (+2 eff.) Mov.spd +20% ----- def ----- Armour +2 Resists +6% fire +9% nature +3% temporal Silence- +5% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +7 Wil +8 Con dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +15% acid +6% temporal Res.pen +15% fire Melee Ret 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +30% acid +12% fire Mind.save +14 (+4 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 20 light Ranged+ 25 light On Hit (Melee): * 12% chance to blind On Hit (Ranged): * 12% chance to blind Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +7 Str +8 Dex dps ---------- Melee Ret 16 light ----- def ----- Armour +5 Defense +7 (+2 eff.) Res.Cap +4% all Crit.dmg- 15.00% Phys.save +11 (+3 eff.) ---------- misc Infravis +2 Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 164% Range: 1.4x Uses 50% Mag, 100% Str Dmg Dazing lightning Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * applies a stacking poison dealing 29 damage per turn * 10% chance to shimmer to a different hue and gain powers While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con dps ---------- Dmg.mod +30% lightning Res.pen +30% lightning ----- def ----- Resists +45% lightning A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 42 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 110% Mag, 60% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 38.47 arcane and 38.47 darkness damage (based on Magic) in a radius 1 around the target * splashes acid on your target dealing 44 damage and reducing their armor On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+6 eff.) ---------- misc Talents +1 Soul Purge Solar Orb: Level 3.0 Pwr.cost 8 out of 8/8. Range 7 Travel.spd 400% of base Is a spell Description: Fire out an orb of light that deals 112.49 light damage and then returns, dealing the same amount of damage again and reducing the cooldown by half (4) when it reaches you. The damage will increase with your spellpower. The ball will travel at most 28 distance to return to you. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Crit.mult +22.00% Acc +17 (+3 eff.) Apr +19 ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +16% blight +19% nature +5% arcane +30% lightning Mind.save +6 (+2 eff.) Stealth +10 HP.reg +2.10 Heal.mod +22% Blind- +5% Stun/Frz- +50% ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Ethereal Embrace. |
Main armor | ![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +10 Mag +16 Wil +14 Cun +13 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+7 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+4 eff.) Spell.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression ShadowPwr +10 Grants physical power equal to your Shadow Power. Link of Pain: (Instant) Level 3.6 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Is a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
![]() 0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 47 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 137.65 to 412.95 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +2 (+0 eff.) Proj.slow +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 2.0 T5 feet armor [Rare] Nature While equipped: Stats +6 Cun +5 Wil dps ---------- Dmg.mod +21% mind Res.pen +15% temporal ----- def ----- Armour +5 Fatigue +5% Resists +12% lightning +14% temporal +15% blight Mind.save +12 (+4 eff.) Def/telep +19 Res/telep +19% Dur/telep +19% A pair of boots made of leather. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +0 Cun +4 Wil dps ---------- Phys.pwr -10 (-1 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Mind.save +0 (+0 eff.) Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 14.0 T5 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +9% physical Phys.save +25 (+6 eff.) HP.reg +6.60 ---------- misc Stam/turn +2.30 A suit of armour made of mail. |
![]() 7.0 T5 shield armor [Ego+] Arcane While equipped: Stats +6 Con dps ---------- On Melee Ret: * 20% chance to corrode armour by 30% ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +19% acid ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Mag dps ---------- Spell.crit +6% Dmg.mod +3% mind +6% lightning Res.pen +17% physical Melee Ret 20 lightning 4 mind ---------- misc Max.mana +50.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +80.00 ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 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. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Effective talent level: 1.0 Use mode: Passive Description: You shred pieces of sandwalls. Brrrmmm!. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By vern the Orc Reaver level 14
46th Retaking 124th year of Ascendancy at 16:14 see stats
By vern the Orc Reaver level 13
43rd Retaking 124th year of Ascendancy at 17:23 see stats
By vern the Orc Reaver level 38
2nd Dearth 124th year of Ascendancy at 21:24 see stats
By vern the Orc Reaver level 44
23rd Dearth 124th year of Ascendancy at 22:55 see stats
By vern the Orc Reaver level 50
32nd Destruction 124th year of Ascendancy at 09:34 see stats
By vern the Orc Reaver level 29
40th Pain 124th year of Ascendancy at 07:25 see stats
By vern the Orc Reaver level 44
26th Dearth 124th year of Ascendancy at 00:35 see stats
By vern the Orc Reaver level 45
27th Loss 124th year of Ascendancy at 10:13 see stats
By vern the Orc Reaver level 50
17th Destruction 124th year of Ascendancy at 11:15 see stats
By vern the Orc Reaver level 10
36th Retaking 124th year of Ascendancy at 09:47 see stats
By vern the Orc Reaver level 20
22nd Revenge 124th year of Ascendancy at 22:18 see stats
By vern the Orc Reaver level 30
40th Pain 124th year of Ascendancy at 23:21 see stats
By vern the Orc Reaver level 40
2nd Dearth 124th year of Ascendancy at 22:30 see stats
By vern the Orc Reaver level 50
42nd Loss 124th year of Ascendancy at 19:18 see stats
By vern the Orc Reaver level 50
28th Destruction 124th year of Ascendancy at 09:45 see stats
By vern the Orc Reaver level 47
38th Loss 124th year of Ascendancy at 21:15 see stats
By vern the Orc Reaver level 50
28th Destruction 124th year of Ascendancy at 09:45 see stats
By vern the Orc Reaver level 50
50th Loss 124th year of Ascendancy at 04:11 see stats
By vern the Orc Reaver level 44
26th Loss 124th year of Ascendancy at 01:57 see stats
By vern the Orc Reaver level 30
45th Pain 124th year of Ascendancy at 10:36 see stats
By vern the Orc Reaver level 20
23rd Revenge 124th year of Ascendancy at 23:49 see stats
By vern the Orc Reaver level 38
2nd Dearth 124th year of Ascendancy at 21:24 see stats
By vern the Orc Reaver level 30
41st Pain 124th year of Ascendancy at 02:55 see stats
By vern the Orc Reaver level 33
49th Pain 124th year of Ascendancy at 23:35 see stats
By vern the Orc Reaver level 17
11st Revenge 124th year of Ascendancy at 13:49 see stats
By vern the Orc Reaver level 50
50th Loss 124th year of Ascendancy at 04:11 see stats
By vern the Orc Reaver level 50
13rd Remembrance 125th year of Ascendancy at 08:17 see stats
Log
A part of Sher'Tul High Priest's bone shield regenerates.
Lava floor burns vern!
Lava floor hits vern for 19 fire damage.
Poison from Vern hits Sher'Tul High Priest for (7 resist armour), 0 nature (0 total damage).
--------------------------------
Vern casts Virulent Disease.
Vern casts Worm Walk.
vern performs a melee critical strike against Sher'Tul High Priest!
Vern's tinker attains critical power!
Sher'Tul High Priest shrugs off the effect 'Poison'!
Sher'Tul High Priest shrugs off the critical damage!
vern performs a melee critical strike against Sher'Tul High Priest!
Sher'Tul High Priest shrugs off the critical damage!
Hands of Creation (0 def, 10 armour) hits Sher'Tul High Priest for (31 resist armour), 0 physical, (41 resist armour), 0 fire, (26 resist armour), 0 physical, (20 resist armour), 0 fire (0 total damage).
vern hits Sher'Tul High Priest for (60 resist armour), (852 to bones), 0 blight, (17 resist armour), 0 light, (7 resist armour), 0 nature, (60 resist armour), 229 blight, (17 resist armour), 0 light, (27 resist armour), 0 arcane, (26 resist armour), 0 darkness, (41 resist armour), 0 acid (229 total damage).
Sher'Tul High Priest casts Burning Hex.
Sher'Tul High Priest's spell attains critical power!
Vern is hexed!
Lava floor hits Sher'Tul High Priest for (17 resist armour), 0 fire (0 total damage).
You leech a part of Sher'Tul High Priest's vim.
Vern's beneficial effect was stripped!
Vern is no longer inspired.
Vern stops bleeding.
Vern has recovered!
Bleeding from Sher'Tul High Priest hits vern for 44 healing, 22 physical (22 total damage) [44 healing].
Sher'Tul High Priest casts Moonlight Ray.
Sher'Tul High Priest's spell attains critical power!
You leech a part of Sher'Tul High Priest's vim.
Saving game...