Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | 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 1.3.0Donators/Buyers bonus! Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Psyshot |
| Level / Exp | 35 / 51% |
| Size | huge |
| Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 35 on the 25th Pain 124th year of Ascendancy at 00:46 / 2Killed by High Sun Paladin Aeryn at level 35 on the 25th Pain 124th year of Ascendancy at 00:55 |
Primary Stats
| Strength | 34 (base 11) |
| Dexterity | 56 (base 38) |
| Constitution | 38 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 76 (base 54) |
| Cunning | 73 (base 51) |
Resources
| Life | -378/786 |
| Mana | 634/634 |
| Psi | 94/166 |
| Healing Factor | 1.022 |
| Regeneration | 1.3797 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 7 |
| See Stealth | 25 |
| See Invisible | 29 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 55 |
| Crit Chance | 34% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 61 |
| Crit Chance | 49% |
| APR | 47 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +14% |
Defense: Base
| Armour (hardiness) | 50 (85%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 15 |
| Physical Save | 48 |
| Spell Save | 31 |
| Mental Save | 49 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 66% |
| Poison Resistance | 14% |
| Disarm Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 63%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 156% efficiency and cooldown mod of 56%. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Inspired by a recent kill increasing all resistance by 8%. Orcish Triumph |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
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 |
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. | 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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
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. | 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. * 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 |
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) Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Talent granted: +1 Rocket Boots Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 7% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (77 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (131 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 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 | Pouch of the Subconscious (17/20, 147% power, 15 apr) Pouch of the Subconscious (17/20, 147% power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 147% Range: 1.2x Uses stats: 10% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | dwarven lantern 'Wildpall' dwarven lantern 'Wildpall'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * Slows global speed by 30% Changes damage: +3% physical Physical save: +20 (+6 eff.) Mental save: +10 (+3 eff.) Light radius: +4 See stealth: +10 See invisible: +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | spellstreaming hardened leather gloves of dispersion (0 def, 2 armour) spellstreaming hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane Changes stats: +4 Wil / +4 Mag Changes resistances: +5% arcane Talent granted: +5 Iron Grip Disarm immunity: +100% Mana each turn: +0.10 Spellpower: +7 (+2 eff.) Spell crit. chance: +6% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| 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: +5.00 It can be used to reveal the area around you, dispelling darkness (radius 9, power 40 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 | Gunoldir the Thundermire Gunoldir the ThundermireInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 19 bleed Damage when hit (Melee): 20 lightning Changes stats: +5 Cun Changes resistances penetration: +5% mind Hate when firing a critical mind attack: +5.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 37%. Rings can have magical properties. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +19 (+5 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +5 Cun / +11 Dex Changes resistances: +5% blight / +10% nature / +6% darkness Changes resistances penetration: +5% darkness Poison immunity: +14% Disease immunity: +21% Light radius: +3 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | serendipitous gold amulet serendipitous gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +5 (+2 eff.) Changes stats: +9 Lck Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
| In main hand | Zanutir ZanutirRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +22 nature / +8 dazing lightning Burst (radius 1) on hit: +2 mind / +90 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes stats: +1 Str / +2 Dex / +3 Mag / +4 Wil / +6 Cun / +4 Con Changes resistances penetration: +14% lightning / +19% physical / +10% nature / +10% mind Changes damage: +15% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Shinesear the drakeskin leather belt Shinesear the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +4 Str / +2 Wil / +2 Cun / +4 Con Changes resistances: +3% light Changes damage: +3% light Physical save: +12 (+4 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Overseer (115% power, 47 apr, mind damage) Overseer (115% power, 47 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 115% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 Physical crit. chance: +25.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+8 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +7% It can be used to either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower), costing 60 power out of 60/60. Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
| Cloak | Flashblast (2 def, 9 armour) Flashblast (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning / 16 fire Changes resistances: +33% lightning / +9% fire / +13% cold Stun/Freeze immunity: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 19 armour) Spider-Silk Robe of Spydrë (10 def, 19 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +19 Armour Hardiness: +50% Defense: +10 (+5 eff.) Fatigue: +2% Damage when hit (Melee): 0 physical / 20 nature slow / 20 poison Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
This item will automatically be transmogrified when you leave the level. Hanobar the stralite amuletHanobar the stralite amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +2 (+1 eff.) Changes stats: +2 Str Changes resistances: +20% cold / +22% fire Changes damage: +9% physical Healing mod.: +5% Amulets can have magical properties. |
Beteritira the Treetorrent Beteritira the TreetorrentInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% acid / +3% temporal / +6% darkness Life regen: +0.70 Maximum life: +48.00 Healing mod.: +10% Rings can have magical properties. |
copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +6 (+1 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
gladiator's stralite ring of pilfering gladiator's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +9 Physical power: +5 (+2 eff.) Defense: +8 (+4 eff.) Changes stats: +7 Str / +6 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
savior's gold ring of power savior's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Physical save: +7 (+2 eff.) Spell save: +11 (+6 eff.) Mental save: +8 (+2 eff.) Spellpower: +7 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
solipsist's steel ring of perseverance solipsist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Stun/Freeze immunity: +22% Life regen: +1.00 Mindpower: +6 (+2 eff.) Rings can have magical properties. |
warrior's steel ring of aether (+10%) warrior's steel ring of aether (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +10% arcane Changes damage: +10% arcane Rings can have magical properties. |
Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 55% Dex, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
The Forgotten (104% power, 22 apr, mind damage) The Forgotten (104% power, 22 apr, mind damage)Requires: - Willpower 27 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 104% Range: 1.1x Uses stats: 50% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +22 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +4 Wil Mental save: +15 (+5 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +5% It can be used to confuse all enemies in radius 3 for 5 turns, costing 25 power out of 25/25. A strange mindstar, overgrown with granite and cracked. It seems incredibly ancient and horribly damaged, but still functions. |
dwarven-steel steamgun of true shot dwarven-steel steamgun of true shotRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +7.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Ivobrenn' (122% power, 4 apr)dwarven-steel waraxe 'Ivobrenn' (122% power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 mind When wielded/worn: Changes stats: +3 Wil / +3 Mag Mana when firing critical spell: +2.00 Vim when firing critical spell: +4.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of hardened leather boots of speed (0 def, 3 armour)dreamer's pair of hardened leather boots of speed (0 def, 3 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+2 eff.) Movement speed: +20% A pair of boots made of leather. |
pair of drakeskin leather boots 'Thundermarrow' (0 def, 5 armour) pair of drakeskin leather boots 'Thundermarrow' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Dex / +2 Cun / +1 Con / +10 Lck Changes resistances penetration: +5% lightning Changes damage: +6% lightning Stealth bonus: +10 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. heroic dwarven-steel gauntlets of the nighthunter (0 def, 6 armour)heroic dwarven-steel gauntlets of the nighthunter (0 def, 6 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +6 Changes stats: +3 Cun Changes resistances: +7% darkness Mental save: +8 (+2 eff.) Maximum life: +60.00 Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-4 eff.) Mindpower: -10 (-4 eff.) 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. |
bladed dwarven-steel helm of strength (+5) (0 def, 4 armour) bladed dwarven-steel helm of strength (+5) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 5 physical Changes stats: +5 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 126.9 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. radiant stralite mail armour of natural resilience (4 def, 8 armour)radiant stralite mail armour of natural resilience (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes resistances: +31% blight / +22% darkness / +14% nature Reduced damage from: +9% Unnatural Light radius: +1 A suit of armour made of mail. |
hardened leather armour 'Darkbreeze' (15 def, 10 armour) hardened leather armour 'Darkbreeze' (15 def, 10 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +15 (+7 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +5 Str / +8 Dex / +6 Mag / +5 Wil / +6 Cun Changes resistances: +6% darkness / +6% acid Changes damage: +6% acid Mental save: +15 (+5 eff.) Movement speed: +20% A suit of armour made of leather. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+14 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
This item will automatically be transmogrified when you leave the level. Piercing Gaze (5 def, 25 armour, 180 block)Piercing Gaze (5 def, 25 armour, 180 block) Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
2 agate 2 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. |
22 onyx 22 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. |
18 aquamarine 18 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. |
37 lapis lazuli 37 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 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. |
17 topaz 17 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gloomwell the voratun pickaxe (dig speed 16 turns) Gloomwell the voratun pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +8 (+3 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +3 Str / +6 Dex Changes resistances penetration: +15% light / +5% darkness Changes damage: +3% darkness Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
19 emerald 19 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. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Korbek's Spyglass Korbek's SpyglassCrafted 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 Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
25 garnet 25 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. |
powerful frost salve [power 25] powerful frost salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 136% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (25% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 303] powerful healing salve [power 303]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 136% efficiency and 63% cooldown modifier. It can be used to heal 303, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 262] powerful pain suppressor salve [power 262]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 136% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -262 life and reduces all damage by 18% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
simple frost salve [power 16] simple frost salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 136% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 186] simple healing salve [power 186]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 136% efficiency and 63% cooldown modifier. It can be used to heal 186, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
16 amethyst 16 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
16 quartz 16 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold 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. |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Letterquake the Orc Psyshot level 5
14th Retaking 124th year of Ascendancy at 06:15 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Letterquake the Orc Psyshot level 11
26th Retaking 124th year of Ascendancy at 09:21 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Letterquake the Orc Psyshot level 27
44th Revenge 124th year of Ascendancy at 21:07 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Letterquake the Orc Psyshot level 27
44th Revenge 124th year of Ascendancy at 14:02 see stats
Level 10 (Roguelike)
Got a character to level 10.By Letterquake the Orc Psyshot level 10
19th Retaking 124th year of Ascendancy at 23:50 see stats
Level 20 (Roguelike)
Got a character to level 20.By Letterquake the Orc Psyshot level 20
44th Retaking 124th year of Ascendancy at 18:46 see stats
Level 30 (Roguelike)
Got a character to level 30.By Letterquake the Orc Psyshot level 30
50th Revenge 124th year of Ascendancy at 15:35 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Letterquake the Orc Psyshot level 30
51st Revenge 124th year of Ascendancy at 15:46 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Letterquake the Orc Psyshot level 30
51st Revenge 124th year of Ascendancy at 15:46 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Letterquake the Orc Psyshot level 20
44th Retaking 124th year of Ascendancy at 20:41 see stats
Unstoppable (Roguelike)
Returned from the dead.By Letterquake the Orc Psyshot level 35
25th Pain 124th year of Ascendancy at 00:46 see stats
Log
Letterquake shrugs off the effect 'Silenced'!
High Sun Paladin Aeryn resists the silence!
Letterquake roars triumphantly.
Letterquake hits Sun paladin for 18 physical damage.
Bloodstar from Letterquake hits Sun paladin for 20 fire damage.
Letterquake receives 4 healing from Sun paladin.
High Sun Paladin Aeryn uses Block.
Bloodstar from Letterquake killed Sun paladin!
Talent Improved Gestalt is ready to use.
Letterquake uses Waking Nightmare.
Letterquake's mind surges with critical power!
High Sun Paladin Aeryn is lost in a nightmare.
High Sun Paladin Aeryn's Inner Demon uses Block.
High Sun Paladin Aeryn's Inner Demon is no longer attracting creatures.
High Sun Paladin Aeryn's Inner Demon uses Block.
High Sun Paladin Aeryn unleashes cosmic retribution at Letterquake!
High Sun Paladin Aeryn's Inner Demon is freed from the demons.
High Sun Paladin Aeryn's Inner Demon is free from the bloodstar.
High Sun Paladin Aeryn's Inner Demon is free from the nightmare.
High Sun Paladin Aeryn's Inner Demon manifests!
High Sun Paladin Aeryn's Inner Demon resists the silence!
High Sun Paladin Aeryn's Inner Demon resists the silence!
High Sun Paladin Aeryn resists the silence!
High Sun Paladin Aeryn's Inner Demon resists the silence!
Letterquake hits High Sun Paladin Aeryn for (17 blocked), 0 darkness (0 total damage).
Bloodstar from Letterquake hits High Sun Paladin Aeryn for 14 fire, (18 blocked), 0 physical (15 total damage).
High Sun Paladin Aeryn hits Letterquake for 53 darkness, 55 light (109 total damage).
High Sun Paladin Aeryn uses You Shall Be My Weapon!.
Saving game...
