









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Showing Items Tier in Inventory 1.7.2This 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 1.7.4This 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Berserker |
| Level / Exp | 32 / 58% |
| Size | huge |
| Lifes / Deaths | Killed by Zubelaith the ritch hive mother at level 29 on the 23rd Revenge 124th year of Ascendancy at 11:57 / 2Killed by Salylle the whitehoof maulotaur at level 32 on the 32nd Revenge 124th year of Ascendancy at 14:28 |
Primary Stats
| Strength | 126 (base 60) |
| Dexterity | 16 (base 11) |
| Constitution | 78 (base 60) |
| Magic | 10 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 28 (base 14) |
Resources
| Life | -264/1282 |
| Stamina | 199/284 |
| Steam | 100/100 |
| Healing Factor | 1.7125372656297 |
| Regeneration | 5.5657461132967 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +110.31638663509% |
Vision
| Sight | 10 |
| Lite | 11 |
Offense: Mainhand
| Damage | 204 |
| Accuracy | 49 |
| Crit Chance | 38% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Darkness | +6% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +25% |
| Light | +45% |
| Physical | +10% |
| Mind | +10% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 63.317011280365 (72.903125182002%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 32 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Blight | + 50%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 39%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 44%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 25%( 70%) |
| Mind | + 20%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 168% efficiency and cooldown mod of 79%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 650% 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. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 337 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 0/5 |
| 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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
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. | active |
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. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Frostmaster (0 def, 13 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Melee Ret 4 cold ----- def ----- Armour +13 Fatigue -6% Resists +6% mind +3% physical Die.at -80.00 life Max.HP +41.00 Confus- +20% ---------- misc Stam/turn +0.50 A pair of boots made of leather. |
| Light source | Aeraromirand the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +2 Dex +5 Wil dps ---------- Phys.crit +8.0% Crit.mult +15.00% Phys.pwr +7 (+1 eff.) Res.pen +10% mind Apr +6 ----- def ----- Armour +6 ---------- misc Stam/turn +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| Tool | cleansing ash wand of lightning storm [power 182] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Blindkiller'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +6% physical Res.pen +25% light +10% physical Melee Ret 8 acid ----- def ----- Armour +14 Phys.save +10 (+3 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
| On fingers | Frigidoracle0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Acc +30 (+10 eff.) ----- def ----- Resists +6% cold Phys.save +10 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+7 eff.) Die.at -60.00 life ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
| Around waist | Erelitir the hardened leather belt 1.0 T3 belt armor [Random Unique] Disrupt/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Phys.crit +7.0% Mind.crit +8% Phys.pwr +6 (+1 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +3% temporal +7% blight Spell.save +8 (+4 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
| In main hand | Obliterator (159% power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 126 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
| On hands | hardened leather gloves 'Deepsglean' (0 def, 2 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% darkness Res.pen +25% darkness Acc +10 (+3 eff.) ----- def ----- Armour +2 Resists +9% cold ---------- misc Stam/turn +2.00 Max.stam +30.00 Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Iron Mail of Bloodletting (2 def, 20 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con dps ---------- Melee Ret 40 physical ----- def ----- Armour +20 Defense +2 (+2 eff.) Fatigue +13% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
| Cloak | Glintworm the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +20% light +15% acid Acc +22 (+7 eff.) On Hit (Melee): * 10% chance to reduce armor by 10% ----- def ----- Defense +2 (+2 eff.) Fatigue -6% Resists +3% light +3% fire Max.HP +73.00 ---------- misc Max.stam +28.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-7 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
shatter afflictions rune (absorb 20; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 82; dur 6; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 82 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
stormbringer's steel greatmaul (133% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Nature Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +14 lightning +27 cold While equipped: dps ---------- Mov.spd +41% Res.pen +16% lightning +12% cold Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)12.0 T3 greatsword 2H weapon Reqs Wil 18 [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Hettithel the Sparkbreaker (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 mind On Hit.r1 +12 cold While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+3 eff.) Dmg.mod +6% lightning +15% mind Res.pen +15% lightning +20% mind ----- def ----- Resists +9% mind Phys.save +4 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) ---------- misc Equi/ret +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 12% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (36 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (65 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+5 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+3 eff.) Spell.save +8 (+4 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 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. |
3 zircon0.0 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. |
12 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.0 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst0.0 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. |
31 onyx0.0 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. |
34 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
44 emerald0.0 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. |
37 garnet0.0 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. |
39 quartz0.0 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
64 alchemist agate0.0 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. |
Automated Portable Extractor0.0 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. |
powerful frost salve [power 24] powerful frost salve [power 24]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 79% cooldown modifier. Remove 2 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 282] powerful pain suppressor salve [power 282]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 79% cooldown modifier. Let you fight up to -282 life and reduces all damage by 16% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 24] powerful water salve [power 24]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 168% efficiency and 79% cooldown modifier. Remove 2 mental effects and grants a water aura (24% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
dwarven-steel pickaxe 'Glacierquake' (dig speed 15 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +30% cold +7% fire +12% light +8% mind Res.pen +15% lightning ----- def ----- Mind.save +9 (+7 eff.) ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Salera the Kruk Yeti Berserker level 20
8th Revenge 124th year of Ascendancy at 12:57 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Salera the Kruk Yeti Berserker level 13
26th Retaking 124th year of Ascendancy at 07:41 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Salera the Kruk Yeti Berserker level 30
23rd Revenge 124th year of Ascendancy at 22:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Salera the Kruk Yeti Berserker level 10
21st Retaking 124th year of Ascendancy at 04:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Salera the Kruk Yeti Berserker level 20
4th Revenge 124th year of Ascendancy at 05:29 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Salera the Kruk Yeti Berserker level 30
23rd Revenge 124th year of Ascendancy at 16:01 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Salera the Kruk Yeti Berserker level 32
31st Revenge 124th year of Ascendancy at 13:49 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Salera the Kruk Yeti Berserker level 20
12nd Revenge 124th year of Ascendancy at 01:58 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Salera the Kruk Yeti Berserker level 29
23rd Revenge 124th year of Ascendancy at 05:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Salera the Kruk Yeti Berserker level 16
37th Retaking 124th year of Ascendancy at 15:45 see stats
Log
Salera hits Salylle the whitehoof maulotaur for (64 flat reduction), (304 absorbed), 208 physical, (20 flat reduction), 0 arcane, (64 flat reduction), 70 physical, (9 flat reduction), 0 physical (277 total damage).
Salera hits Emelirata the squid for 751 physical, 0 arcane, 124 physical, 8 physical (883 total damage).
Salera shrugs off Salylle the whitehoof maulotaur's 'Dazed'!
Salera hits Salera for 43 healing, 43 healing (0 total damage) [87 healing].
Emelirata the squid uses Stunning Blow.
Salera resists the stunning blow!
Salera resists the stunning blow!
Emelirata the squid hits Salera for 36 physical, 54 physical (90 total damage).
Bleeding from Salera hits Emelirata the squid for 145 physical damage.
Melee retaliation hits Emelirata the squid for 7 acid, 36 physical, 3 cold, 7 acid, 36 physical, 3 cold (91 total damage).
Salylle the whitehoof maulotaur casts Overgrowth.
Salylle the whitehoof maulotaur suddently grows.
Salera uses Execution.
Salera performs a melee critical strike against Emelirata the squid!
You end your target with a crushing blow!
You collect a new ingredient: vial of squid ink (1).
Salera's blood frenzy intensifies!
Salylle the whitehoof maulotaur casts Lash Out.
Salylle the whitehoof maulotaur performs a melee critical strike against Salera!
Salera is recovering from the damage!
Salylle the whitehoof maulotaur casts Lightning.
Salylle the whitehoof maulotaur casts Lightning.
Salylle the whitehoof maulotaur hits Salera for 334 darkness, 21 lightning, 242 lightning, 259 physical, 21 lightning, 233 lightning (1109 total damage).
Melee retaliation hits Salylle the whitehoof maulotaur for (4 flat reduction), 0 acid, (23 flat reduction), 0 physical, (2 flat reduction), 0 cold, (4 flat reduction), 0 acid, (23 flat reduction), 0 physical, (2 flat reduction), 0 cold (0 total damage).
Salera hits Emelirata the squid for 1329 physical damage.
Salera the level 32 kruk yeti berserker was zapped to death by Salylle the whitehoof maulotaur on level 3 of Krimbul Territory.
Salera shrugs off Salylle the whitehoof maulotaur's 'Dazed'!
Salera's rage subsides!
Salera no longer revels in blood quite so much.





























































































