









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.10This 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 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. Forbidden Cults 1.5.9Official 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 | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Archer |
| Level / Exp | 17 / 86% |
| Size | big |
| Lifes / Deaths | Killed by Emelamiwen the ritch hunter at level 17 on the 20th Pain 124th year of Ascendancy at 14:49 / 1 |
Primary Stats
| Strength | 28 (base 14) |
| Dexterity | 53 (base 43) |
| Constitution | 22 (base 20) |
| Magic | 9 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 37 (base 23) |
Resources
| Life | -18/415 |
| Stamina | 89/130 |
| Steam | 100/100 |
| Healing Factor | 0.67512030821679 |
| Regeneration | 8.5065158835316 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 29.271521086458 |
| See Invisible | 29.271521086458 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 47 |
| Crit Chance | 29% |
| APR | 24 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Physical | +8% |
| Fire | +3% |
| Nature | +8% |
Offense: Damage Penetration
| Nature | +9% |
Defense: Base
| Armour (hardiness) | 10 (38.536585365854%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 14 |
| Mental Save | 25 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Light | + 45%( 70%) |
| Nature | + 16%( 70%) |
| Darkness | + 13%( 70%) |
| Cold | + 26%( 70%) |
| Fire | + 22%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Orc | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Effects
| talent | Trained Reactions |
| talent | Intuitive Shots |
| detrimental effect | The target is on fire, taking 35.42 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target's has a cursed wound, reducing healing by 40%. Cursed Wound |
| detrimental effect | The gloom has confused the target, making it act randomly (50% chance) and unable to perform complex actions. Confused by the gloom |
| detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 21.69 blight damage per turn. Rotting Disease |
| detrimental effect | The target is poisoned, taking 3.86 nature damage per turn and decreasing all heals received by 32%. Insidious Poison |
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. | active |
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 Yetis | 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
| Quiver | Hornet Stingers (17/20, 18-25.2 power, 10 apr) 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns While equipped: ---------- misc Talents +2 Saw Shell A vile poison drips from the tips of these arrows. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | insulating iron helm of constitution (+8) (0 def, 3 armour) 3.0 T1 head armor [Ego] Master While equipped: Stats +8 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% cold +5% fire Mind.save +12 (+6 eff.) Silence- +0% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | gladiator's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.4 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around waist | nightruned rough leather belt of the giants 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Fatigue -12% Resists +5% light +6% darkness Spell.save +5 (+5 eff.) ---------- misc Max.enc +30 Size +1 A belt that goes around your waist. |
| In main hand | Brightnull the ash longbow 4.0 T2 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +14 nature On Hit.r1 +2 fire +36 20% chance of physical repulsion While equipped: Stats +3 Dex dps ---------- Phys.crit +8.0% Res.pen +9% nature Acc +9 (+3 eff.) ----- def ----- Resists +6% fire +6% light +3% all ---------- misc Light +1 Longbows are used to shoot arrows at your foes. |
| On hands | cinder iron gauntlets of dexterity (+2) (0 def, 1 armour) 1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 fire Dmg.mod +3% fire Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +5% fire Disarm- +0% ---------- misc Talents +1 Sand Shredder Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | marauder's cured leather armour of the wind (9 def, 4 armour)9.0 T2 light armor [Ego++] Master While equipped: Stats +3 Str +4 Dex dps ---------- Phys.crit +3.0% Apr +5 ----- def ----- Armour +4 Defense +9 (+3 eff.) Fatigue +7% Phys.save +5 (+2 eff.) ---------- misc Stam/turn +0.60 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 71 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +12% lightning +15% cold Phys.save +10 (+5 eff.) Stun/Frz- +20% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 1/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 176 (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. |
Inventory
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. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings can have magical properties. |
savior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +9 (+4 eff.) Spell.save +7 (+6 eff.) Mind.save +8 (+4 eff.) Rings can have magical properties. |
steel greatsword of crippling (22-35.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 2.6 Pwr.cost 8 out of 8/8. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 158% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
radiant cured leather armour of resilience (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +11% blight +11% darkness Max.HP +22.00 ---------- misc Light +1 A suit of armour made of leather. |
barbed quiver of ash arrows of erosion (12/23, 18.5-25.9 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 18.5 - 25.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 23 Ranged+ +11 temporal +12 nature +8 bleed On Crit: * wounds the target for 7 turns: 16 bleeding, 59% reduced healing Arrows are used with bows to pierce your foes to death. |
hateful quiver of ash arrows of crippling (22/22, 21-29.4 power, 7 apr)3.0 T2 arrow ammo [Ego++] Master/Psionic Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +10.5% Capacity 22 Ranged+ +14 darkness Against +8% Living On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of crippling (16/16, 18.5-25.9 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 18.5 - 25.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +10.5% Capacity 16 On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
4 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Nightstalker the dwarven-steel pickaxe (dig speed 16 turns) =Digging=3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Cun dps ---------- Dmg.mod +12% blight Acc +5 (+2 eff.) Apr +9 Melee Ret 4 blight ----- def ----- Resists +14% darkness Affinity +15% darkness ---------- misc Infravis +9 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
soldier's iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Armour +3 Defense +4 (+2 eff.) Resists +6% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature 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. |
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. |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel grip0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
Earathad the Eclipseparry [power 29] (30 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +25% lightning On Hit (Melee): * 30% chance to inflict 15% damage reduction * 30% chance to daze at end of turn ----- def ----- Resists +3% darkness Teleport randomly (rad 29) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
Hanayon the elven-wood totem of cure ailments [power 3] (10 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +6% blight ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) ---------- misc Stam/turn +0.20 Mana/s.crit +2.00 Talents +1 Lay Web +3 Rushing Claws Cooldown Lay Web -1 Rushing Claws -1 Remove up to 3 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 9 stamina. Natural totems are made by powerful wilders to store nature power. |
5 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. |
supercharged ash wand of conjuration [power 217] (12 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 108 to 217 Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Khal the Orc Archer level 11
41st Retaking 124th year of Ascendancy at 07:21 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Khal the Orc Archer level 11
44th Retaking 124th year of Ascendancy at 05:32 see stats
Level 10 (Roguelike)
Got a character to level 10.By Khal the Orc Archer level 10
30th Retaking 124th year of Ascendancy at 07:15 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Khal the Orc Archer level 15
8th Pain 124th year of Ascendancy at 05:39 see stats
Log
Crippling Poison from Khal hits Emelamiwen the ritch hunter for 22 nature damage.
Khal receives 119 healing.
Emelamiwen the ritch hunter casts Flame.
Ritch hunter casts Flame.
Emelamiwen the ritch hunter hits Khal for 43 fire damage.
Ritch hunter hits Khal for 43 fire damage.
Xonn the ritch hive mother is confused and fails to use Summon.
Khal HEALS from nature damage!
Insidious Poison from Emelamiwen the ritch hunter hits Khal for 4 nature damage.
Rotting Disease from Emelamiwen the ritch hunter hits Khal for 24 blight damage.
Burning from Ritch hunter hits Khal for 34 fire damage.
Crippling Poison from Khal hits Ritch hunter for 22 nature damage.
Crippling Poison from Khal hits Emelamiwen the ritch hunter for 22 nature damage.
Khal repels an attack from Emelamiwen the ritch hunter.
Emelamiwen the ritch hunter is knocked back!
Xonn the ritch hive mother is confused and fails to use Summon.
Khal's Intuitive Shots hits Emelamiwen the ritch hunter for 41 physical, 15 nature, 39 physical, 1 fire (95 total damage).
Khal's Intuitive Shots hits Ritch hunter for 1 fire damage.
Khal's Intuitive Shots hits Xonn the ritch hive mother for 1 fire damage.
Khal uses Infusion: Regeneration.
Khal starts regenerating health quickly.
Khal speeds up.
Khal HEALS from nature damage!
Insidious Poison from Emelamiwen the ritch hunter hits Khal for 3 nature damage.
Rotting Disease from Emelamiwen the ritch hunter hits Khal for 21 blight damage.
Burning from Ritch hunter hits Khal for 34 fire damage.
Khal is lost in despair!
Saving game...






























































































