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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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.
|
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Orc |
| Class | Annihilator |
| Level / Exp | 31 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Zubann the whitehoof ghoul at level 31 on the 29th Dearth 124th year of Ascendancy at 17:00 6 / 1 |
Primary Stats
| Strength | 24 (base 12) |
| Dexterity | 79 (base 60) |
| Constitution | 29 (base 10) |
| Magic | 26 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 82 (base 60) |
Resources
| Life | -45/859 |
| Steam | 76/100 |
| Healing Factor | 0.97649471237273 |
| Regeneration | 20.848162109158 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 65 |
| Crit Chance | 47% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Physical | +9% |
| Fire | +34% |
| All | 0% |
Offense: Damage Penetration
| Nature | +22% |
| All | +17% |
Defense: Base
| Armour (hardiness) | 60 (43.594633868923%) |
| Defense | 60 |
| Ranged Defense | 62 |
| Fatigue | 7.9238052216851 |
| Physical Save | 43 |
| Spell Save | 34 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 36%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 13%( 70%) |
| Physical | + 14%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 60%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 51% |
| Confusion Resistance | 10% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. |
| 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 141% efficiency and cooldown mod of 59%. 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 120% efficiency and cooldown mod of 57%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Steamtech / Heavy weapons | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Rocket Pod |
| detrimental effect | The target is poisoned, taking 37.68 nature damage per turn and decreasing all heals received by 53%. Insidious Poison |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 15% and triggers a radius 3 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
| detrimental effect | The target is poisoned, taking 150.82 nature damage per turn. Poison |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
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 Erúan 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 |
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 |
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'Haïb 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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 | Yvatira (0 def, 4 armour) 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Str +5 Con ----- def ----- Armour +4 Resists +7% cold +7% fire Crit.chn- 10.00% ---------- misc Light +2 Infravis +5 Talents +3 Rocket Boots Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | barbed pouch of stralite shots of accuracy (22/22, 166% power, 5 apr) 3.0 T4 shot ammo [Ego+] Master Power 167% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +5 Crit +13.5% Capacity 22 On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +4 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Aerelaith'1.0 T3 lite [Rare] Master While equipped: Stats +3 Str +8 Dex +8 Mag ----- def ----- Resists +5% arcane Crit.chn- 10.00% ---------- misc Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +8 Cun +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Stun/Frz- +30% 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 | Alugarion (5 def, 3 armour) 1.0 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +4.0% Phys.pwr +5 (+2 eff.) Dmg.mod +9% physical Acc +16 (+4 eff.) Apr +8 ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +6% blight Phys.save +5 (+2 eff.) Mind.save +8 (+2 eff.) HP.reg +5.10 Disarm- +121% ---------- misc Stam/turn +0.80 Psi/turn +0.14 Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | evasive steel torque of psionic shield [power 51] (13/25 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Phys.crit +2.0% Mind.crit +1% Dmg.mod +13% fire ----- def ----- Armour +8 Resists +26% fire Mind.save +6 (+2 eff.) Die.at -40.00 life Max.HP +128.00 HP.reg +14.00 Heal.mod +30% ---------- misc Psi/ret +0.16 Can be unequipped or rerolled. 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. Uses 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? |
| On fingers | rogue's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
| Around neck | The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (156). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
| In main hand | strafer's stralite steamgun of piercing 4.0 T4 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +24 Crit +12.0% Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +6% all Acc +20 (+5 eff.) Apr +7 ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt 'Willowvengeance' 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% nature ----- def ----- Resists +6% fire +6% darkness +9% temporal Spell.save +15 (+7 eff.) Mind.save +8 (+2 eff.) Max.HP +66.00 Blind- +10% Disease- +20% A belt that goes around your waist. |
| In off hand | Black Mesh (8 def, 2 armour, 150% power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 150% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | Toxinbrawn (10 def, 6 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Armour +6 Defense +10 (+3 eff.) Resists +2% physical +6% light +6% fire +15% nature +15% cold Phys.save +31 (+10 eff.) Spell.save +16 (+7 eff.) Mind.save +19 (+6 eff.) Heal.mod +5% Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reinforced leather armour 'Gorevice' (17 def, 25 armour) 9.0 T4 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +6 Dex +9 Mag +6 Wil +6 Cun dps ---------- Phys.crit +6.0% Spell.crit +4% Mind.crit +8% Phys.pwr +15 (+4 eff.) Spell.pwr +14 (+4 eff.) Mind.pwr +23 (+6 eff.) Dmg.mod +21% fire Res.pen +5% nature Melee Ret 30 physical 4 fire ----- def ----- Armour +25 Defense +17 (+5 eff.) Fatigue +9% Resists +24% lightning +8% physical +10% acid +11% cold +6% nature +13% fire A suit of armour made of leather. |
Inventory
steam generator implant of the duelist (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.9 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the sneak (res 33%; physical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 21%; magical, mental; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune of the warrior (power 14; resist 24%; move 51%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 51% faster, and you are invisible (power 14). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 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: Fiery 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: Headlamp0.1 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: Mental Stimulator0.1 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: Silver Filigree0.1 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. |
schematic: Steamgun0.1 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: 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: Waterproof Coating0.1 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. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 315 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
acidic stralite dagger of rage (132% power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Arcane/Master Power 132% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 While equipped: Stats +3 Str dps ---------- Dmg.mod +10% physical Acc +11 (+3 eff.) Sharp, short and deadly. |
stormbringer's stralite dagger of enduring (129% power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature Power 129% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +37 lightning +17 cold While equipped: Stats +8 Wil +13 Con dps ---------- Mov.spd +20% Res.pen +13% lightning +9% cold ----- def ----- Max.HP +38.00 Sharp, short and deadly. |
greater elven-wood starstaff of breaching (129% power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +19 (+6 eff.) Dmg.mod +25% darkness +25% temporal +25% light +25% physical Res.pen +12% darkness +12% temporal +12% light +12% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Generate a personal shield that absorbs up to 244 damage and damages attackers striking the wearer for 41 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
cleansing hardened leather belt of valiance1.0 T3 belt armor [Ego+] Disrupt/Psionic While equipped: Stats +3 Wil ----- def ----- Resists +6% acid +7% blight Mind.save +6 (+2 eff.) Max.HP +52.00 A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
ancient Rags of the Sanctuary of alchemy (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +7% acid +16% physical +7% fire +8% cold +8% temporal Res.pen +6% physical +6% temporal ----- def ----- Resists +11% acid +11% physical +12% cold +11% fire +7% all Anom.red +9 ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Getodir (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Dex +6 Mag +5 Wil +4 Cun dps ---------- Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Spell.pwr +12 (+4 eff.) Melee+ 7 arcane Dmg.mod +8% arcane +9% mind Acc +9 (+3 eff.) Apr +9 ----- def ----- Armour +3 Fatigue +5% Resists +6% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's dwarven-steel gauntlets of the iron hand (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Mag +6 Wil +2 Con dps ---------- Melee+ 5 acid 3 fire 4 lightning 5 cold ----- def ----- Armour +2 Fatigue +3% Disarm- +28% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+3 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% physical +10% temporal Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+3 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
rejuvenating reinforced leather armour of command (19 def, 14 armour)9.0 T4 light armor [Ego+] Nature/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +14 Defense +19 (+5 eff.) Fatigue +8% Mind.save +10 (+3 eff.) HP.reg +6.00 ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
dwarven-steel pickaxe 'Brodyduvon' (dig speed 29 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +3 Cun dps ---------- Crit.mult +15.00% Dmg.mod +7% nature Acc +30 (+8 eff.) ----- def ----- Resists +12% nature +3% acid Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.04 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag 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 Con +5 Mag 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. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
powerful fiery salve [power 18] powerful fiery salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 18] powerful frost salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 248] powerful healing salve [power 248]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 248 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
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. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Maladar the Orc Annihilator level 11
29th Retaking 124th year of Ascendancy at 16:16 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Maladar the Orc Annihilator level 14
36th Retaking 124th year of Ascendancy at 22:48 see stats
Blood on the Moon (Insane (Adventure) difficulty)
Kill all of the Star Gazers within 7 game turns.By Maladar the Orc Annihilator level 30
15th Dearth 124th year of Ascendancy at 17:44 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Maladar the Orc Annihilator level 10
24th Retaking 124th year of Ascendancy at 20:06 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Maladar the Orc Annihilator level 20
5th Pain 124th year of Ascendancy at 17:44 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Maladar the Orc Annihilator level 30
15th Dearth 124th year of Ascendancy at 02:22 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Maladar the Orc Annihilator level 27
15th Pain 124th year of Ascendancy at 17:03 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Maladar the Orc Annihilator level 28
14th Dearth 124th year of Ascendancy at 15:34 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Maladar the Orc Annihilator level 17
40th Revenge 124th year of Ascendancy at 21:10 see stats
Log
Zubann the whitehoof ghoul's poison gas trap's random poison area effect hits Maladar for (16 exoskeleton), 16 nature (16 total damage).
Talent Reactive Armor is ready to use.
Talent Upgrade is ready to use.
Insidious Poison from Zubann the whitehoof ghoul's poison gas trap hits Maladar for (0 exoskeleton), 33 nature (33 total damage).
Burning from Zubann the whitehoof ghoul hits Maladar for (0 exoskeleton), 50 fire (50 total damage).
Bleeding from Zubann the whitehoof ghoul hits Maladar for (0 exoskeleton), 23 physical (23 total damage).
Poison from Zubann the whitehoof ghoul hits Maladar for (0 exoskeleton), 86 nature (86 total damage).
Zubann the whitehoof ghoul's fiery vapour area effect hits Maladar for (6 exoskeleton), 25 fire (25 total damage).
Zubann the whitehoof ghoul's poison gas trap's random poison area effect hits Maladar for (16 exoskeleton), 16 nature (16 total damage).
Maladar is no longer inspired.
Insidious Poison from Zubann the whitehoof ghoul's poison gas trap hits Maladar for (0 exoskeleton), 33 nature (33 total damage).
Burning from Zubann the whitehoof ghoul hits Maladar for (0 exoskeleton), 50 fire (50 total damage).
Bleeding from Zubann the whitehoof ghoul hits Maladar for (0 exoskeleton), 23 physical (23 total damage).
Poison from Zubann the whitehoof ghoul hits Maladar for (0 exoskeleton), 94 nature (94 total damage).
Maladar uses Orcish Fury.
The static shield around Maladar crumbles.
Maladar stops burning.
Insidious Poison from Zubann the whitehoof ghoul's poison gas trap hits Maladar for (10 exoskeleton), 26 nature (26 total damage).
Bleeding from Zubann the whitehoof ghoul hits Maladar for (12 exoskeleton), 12 physical (12 total damage).
Poison from Zubann the whitehoof ghoul hits Maladar for (0 exoskeleton), 102 nature (102 total damage).
Maladar stops bleeding.
Talent Lock On is ready to use.
Insidious Poison from Zubann the whitehoof ghoul's poison gas trap hits Maladar for (0 exoskeleton), 40 nature (40 total damage).
Poison from Zubann the whitehoof ghoul hits Maladar for (22 exoskeleton), 92 nature (92 total damage).
Maladar uses Orcish Fury.
Maladar uses Medic Turret.


























































































