











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Bulwark |
| Level / Exp | 35 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by minotaur at level 35 on the 46th Revenge 124th year of Ascendancy at 22:44 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 81 (base 55) |
| Dexterity | 66 (base 51) |
| Constitution | 58 (base 38) |
| Magic | 10 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | -49/1321 |
| Stamina | 84/262 |
| Steam | 100/100 |
| Healing Factor | 1.3201339505268 |
| Regeneration | 4.8416532788103 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 21.388114253578 |
| See Invisible | 21.388114253578 |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 64 |
| Crit Chance | 16% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Fire | +19% |
| Cold | +9% |
| Physical | +21% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +20% |
| Fire | +25% |
| Acid | +20% |
| Mind | +5% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 84.723073231957 (96.438666929426%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 42 |
| Physical Save | 51 |
| Spell Save | 40 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 41%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 28%( 70%) |
| Physical | + 28%( 70%) |
| Darkness | + 28%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Disarm Resistance | 62% |
| Confusion Resistance | 35% |
| Knockback Resistance | 53% |
| Stun Resistance | 51% |
| Instadeath Resistance | 100% |
| Blind Resistance | 31% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 0.80 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * 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 |
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. | 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. | active |
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)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+2 eff.) These boots have a 13% 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 (33 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (61 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 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. |
| Light source | alchemist's lamp 'Elugatira'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Changes stats: +6 Dex / +3 Con Changes resistances: +5% arcane Critical mult.: +15.00% Physical save: +18 (+6 eff.) Mental save: +9 (+3 eff.) Mindpower: +9 (+4 eff.) Mental crit. chance: +9% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Pusmarrow' (0 def, 14 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Fatigue: +4% Changes resistances penetration: +20% nature Changes damage: +21% physical Stamina each turn: +3.00 Maximum stamina: +30.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Talent granted: +4 Spring Grapple Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Lavajustice the dwarven-steel torque of psionic shield [power 75] (6/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Changes resistances: +12% fire Changes resistances penetration: +5% mind / +25% fire Changes damage: +6% mind / +9% fire It can be used to setup a psionic shield, reducing all damage taken by 75 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Hailwhisper the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Con Changes damage: +9% mind / +9% cold Reduces incoming crit damage: 15.00% Mental save: +20 (+6 eff.) Confusion immunity: +35% Maximum psi: +40.00 Rings make your fingers look great! |
| On fingers | titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings make your fingers look great! |
| Around neck | ErelydorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +14 Defense: +20 (+7 eff.) Damage when hit (Melee): 6 physical Changes stats: +3 Str Changes resistances: +20% light / +20% darkness Changes resistances penetration: +20% acid Blindness immunity: +31% Amulets make your neck look great! |
| In main hand | Loamwire (127% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 15% * splashes acid on your target dealing 30 damage and reducing their armor Damage (radius 1) on hit: +12 nature / +20 acid When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Changes resistances: +9% nature Changes resistances penetration: +20% lightning Changes damage: +12% acid Critical mult.: +23.00% Sharp, long, and deadly. |
| Around waist | skylord's hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +4 Wil / +4 Cun Physical save: +12 (+4 eff.) Spell save: +13 (+5 eff.) Mental save: +11 (+3 eff.) A belt that goes around your waist. |
| In off hand | swashbuckler's stralite shield of winter (0 def, 8 armour, 154% power, 141 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 155% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +141 Damage (Melee): +17 cold When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +8 Fatigue: +8% On shield block: * Deals 85 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Str / +5 Dex / +3 Wil Changes resistances: +15% cold Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Relgyneg (7 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Changes stats: +4 Str / +2 Con Critical mult.: +20.00% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening dwarven-steel plate armour of the dragon (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +4 Cun / +4 Wil Changes resistances: +8% acid / +7% physical / +7% fire / +7% lightning / +6% cold Talent cooldown: Rush (-5 turns) Mental save: +12 (+4 eff.) Disarm immunity: +22% Stun/Freeze immunity: +21% Knockback immunity: +23% A suit of armour made of metal plates. |
Inventory
Tome of WildfireRequires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. This item has been sent to the Item's Vault. |
grounding steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning Cut immunity: +40% Stun/Freeze immunity: +22% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 178 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Rings make your fingers look great! |
dwarven-steel longsword 'Cureglamour' (124% power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +20 nature When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +6% darkness Poison immunity: +20% Stun/Freeze immunity: +20% Sharp, long, and deadly. |
Fogtreason (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +15 (+4 eff.) Armour: +4 Fatigue: +3% Changes stats: +2 Str Changes resistances: +4% physical Changes resistances penetration: +10% darkness Changes damage: +9% darkness Stamina each turn: +3.70 Maximum stamina: +27.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of dwarven-steel boots of invasion (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +7% physical Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +22% Confusion immunity: +25% Stun/Freeze immunity: +32% Stamina each turn: +0.70 Maximum stamina: +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stralite Sand Shredder (0 def, 1 armour)Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder When used to modify unarmed attacks: Power: 90% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +1 Crit. chance: +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
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 (-4 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-10 eff.) Mindpower: -10 (-5 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. |
cashmere wizard hat 'Glintstreaker' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Damage when hit (Melee): 10 light Changes resistances: +22% acid / +9% temporal / +9% light / +12% lightning Changes damage: +15% acid Confusion immunity: +20% Teleport immunity: +20% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.hardened leather cap 'Stormpiety' (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 mind / 6 lightning Changes stats: +2 Cun / +4 Wil Changes resistances: +11% lightning / +10% temporal Changes resistances penetration: +10% fire Changes damage: +6% lightning / +21% fire / +6% mind Mindpower: +25 (+12 eff.) A cap made of leather. |
enlightening steel mail armour of Eyal (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +4 Wil Mental save: +13 (+4 eff.) Life regen: +3.00 Maximum life: +28.00 Healing mod.: +12% A suit of armour made of mail. |
dwarven-steel plate armour 'Emuma' (30 def, 15 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +30 (+10 eff.) Fatigue: +22% Changes stats: +2 Dex / +4 Wil Changes resistances: +19% blight / +19% darkness / +6% mind Changes damage: +6% acid Physical save: +18 (+6 eff.) Maximum stamina: +10.00 Light radius: +2 A suit of armour made of metal plates. |
Arona (0 def, 19 armour, 109% power, 80.5 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 109% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +80 When wielded/worn: Armour: +19 Fatigue: +8% Changes stats: +2 Dex / +3 Con Changes resistances: +21% acid / +9% mind Talent granted: +1 Block Physical save: +6 (+2 eff.) Stamina each turn: +2.00 Handheld deflection devices. |
Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
alchemist's lamp 'Weepwhisper'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +5.0% Armour: +2 Effects on melee hit: * 20% chance to reduce armor by 15% Changes resistances: +2% physical Changes resistances penetration: +5% nature Maximum life: +47.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)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 Activation costs 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. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
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. |
Achievements
A Fistful of Gold (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By Tethyung the Kruk Yeti Bulwark level 30
23rd Revenge 124th year of Ascendancy at 14:41 see stats
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Tethyung the Kruk Yeti Bulwark level 12
24th Retaking 124th year of Ascendancy at 10:21 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Tethyung the Kruk Yeti Bulwark level 26
52nd Retaking 124th year of Ascendancy at 14:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Tethyung the Kruk Yeti Bulwark level 10
19th Retaking 124th year of Ascendancy at 12:02 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Tethyung the Kruk Yeti Bulwark level 20
37th Retaking 124th year of Ascendancy at 13:48 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Tethyung the Kruk Yeti Bulwark level 30
19th Revenge 124th year of Ascendancy at 05:28 see stats
Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Tethyung the Kruk Yeti Bulwark level 33
35th Revenge 124th year of Ascendancy at 20:31 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Tethyung the Kruk Yeti Bulwark level 27
1st Revenge 124th year of Ascendancy at 04:49 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Tethyung the Kruk Yeti Bulwark level 17
36th Retaking 124th year of Ascendancy at 09:05 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tethyung the Kruk Yeti Bulwark level 23
44th Retaking 124th year of Ascendancy at 06:42 see stats
Log
Thorn Grab from Aerylessra the crystalbark hits Tethyung for (88 blocked), 0 nature (0 total damage).
Tethyung receives 31 healing.
War hound is protected by a layer of thick leaves.
Minotaur hits Tethyung for 66 physical, 10 fire (75 total damage).
Melee retaliation hits Minotaur for 4 physical damage.
Tethyung receives 31 healing.
Tethyung uses Shield Pummel.
Tethyung performs a melee critical strike against Aerylessra the crystalbark!
Aerylessra the crystalbark resists the shield bash!
Tethyung hits Aerylessra the crystalbark for (36 deflected), 409 physical, 15 cold, 301 physical, 0 cold (725 total damage).
Aerylessra the crystalbark's creeping dark strikes Tethyung in the darkness (+47% damage).
War hound hits Tethyung for 85 physical damage.
Melee retaliation hits War hound for 0 physical damage.
Aerylessra the crystalbark's creeping dark hits Tethyung for 163 darkness damage.
The dark tendrils dissipate.
Aerylessra the crystalbark's creeping dark hits Tethyung for 49 darkness damage.
Tethyung is recovering from the damage!
Tethyung is no longer attuned.
Talent Assault is ready to use.
Aerylessra the crystalbark uses Willful Strike.
Thorn Grab from Aerylessra the crystalbark strikes Tethyung in the darkness (+47% damage).
Bleeding from Aerylessra the crystalbark strikes Tethyung in the darkness (+47% damage).
Aerylessra the crystalbark strikes Tethyung in the darkness (+47% damage).
Thorn Grab from Aerylessra the crystalbark hits Tethyung for 93 nature damage.
Bleeding from Aerylessra the crystalbark hits Tethyung for 186 physical damage.
Aerylessra the crystalbark hits Tethyung for 411 physical damage.
Minotaur hits Tethyung for 100 physical damage.
Melee retaliation hits Minotaur for 5 physical damage.
Tethyung the level 35 kruk yeti bulwark was smashed to death by a minotaur on level 1 of Primal Forest.























































































