














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Passive Cooldowns 1.3.0Items Vault 1.6.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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 1.6.6This 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 Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Escort Rescheduling 1.6.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Forbidden Cults 1.6.7Official 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 | Madness Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Adventurer |
| Level / Exp | 15 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by whitehoof maulotaur at level 15 on the 38th Retaking 124th year of Ascendancy at 21:32 / 1 |
Primary Stats
| Strength | 31 (base 12) |
| Dexterity | 33 (base 20) |
| Constitution | 29 (base 12) |
| Magic | 42 (base 24) |
| Willpower | 35 (base 13) |
| Cunning | 54 (base 36) |
Resources
| Hate | 74/100 |
| Psi | 105/105 |
| Life | -104/496 |
| Paradox | 232 |
| Steam | 79/100 |
| Healing Factor | 1.393216080402 |
| Regeneration | 3.1347361809045 |
Speed
| Mental | +22.4% |
| Attack | +22.4% |
| Movement | +732% |
| Spell | 0% |
| Global | +110% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 47 |
| Crit Chance | 26% |
| APR | 1 |
| Speed | 0.82 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 47 |
| Crit Chance | 26% |
| APR | 1 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 14% |
| Speed | 0.81699346405229 |
Offense: Damage Bonus
| Arcane | +8% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (35.629139072848%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 7 |
| Physical Save | 31 |
| Spell Save | 26 |
| Mental Save | 25 |
Defense: Resistances
| Darkness | + 31%( 70%) |
| Light | + 55%( 70%) |
| Nature | + 45%( 70%) |
| Blight | + 38%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 57%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 235 life over 5 turns. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 45 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.2 steam per turn. Can be activated for an instant burst of 21 steam. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 562% 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 Cunning stat. |
Class Talents
| Steamtech / Elusiveness | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Kinetic Shield |
| talent | Thermal Shield |
| talent | Yarrrr!! |
| talent | Deflection |
| talent | Beyond the Flesh |
| beneficial effect | All resistances increased by 15%, randomly attacks two foes each turn at random. Awesome Toss |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases defense by 10. Mobile Defense |
| beneficial effect | The target is moving is 30% faster. 3 Celerity |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 53.67 fire damage, and talent cooldowns are increased by 56% plus 1 turn. Burning Hex |
| beneficial effect | Increases global action speed by 10%. Haste |
| beneficial effect | Moving at extreme speed (562% faster) and gains 100% stun, daze and pinning immunity. Any action other than movement will cancel it. Wild Speed |
| beneficial effect | The target is rampaging! (+140% movement speed, +22% attack speed, +22% mind speed) Rampaging |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
Quests
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 clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
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 |
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 |
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. | active |
Equipment
| Psionic focus | 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. |
| Quiver | barbed pouch of iron shots of wind (18/18, 118% power, 1 apr)3.0 T1 shot ammo [Ego+] Nature/Master Power 118% Range: 1.2x Uses 0% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +9.0% Capacity 18 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 127 physical damage On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| On hands | brawler's hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +4 Mag +5 Wil +3 Cun dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 9 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +4% arcane Phys.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 118% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +5 Apr +3 Crit +8.0% Atk.spd 100% Melee+ +7 arcane On Hit: 10% Set Up 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(90 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | prismatic hardened leather hat of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Psionic While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +12% light +11% darkness A hat made of leather. Very stylish. |
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 47% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Tool | powerful ash totem of healing [power 188] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings can have magical properties. |
| On fingers | gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings can have magical properties. |
| Around neck | copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets can have magical properties. |
| In main hand | Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | runic iron steamgun of recursion4.0 T1 steamgun 1H weapon [Ego++] Arcane/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Dmg.conv 25% temporal On Hit: 10% Arcane Vortex 3 On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +1 Mag dps ---------- Spell.pwr +5 (+3 eff.) Dmg.mod +5% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| 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 +10% nature +25% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | rejuvenating rough leather armour (3 def, 10 armour) 9.0 T1 light armor [Ego] Nature While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +7% HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 107; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 107 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (15 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 852% over 10 turns; mana 43; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 852% for 10 turns (21 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 64; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 64 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. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 176; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 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 176 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Thunderclap 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. |
hateful steel greatsword of enduring (128% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Nature/Psionic Power 128% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 darkness Against +9% Living While equipped: Stats +9 Con +9 Wil ----- def ----- Max.HP +40.00 Massive two-handed swords. |
mighty iron steamgun4.0 T1 steamgun 1H weapon [Ego] Master/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of cold4.0 T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 cold Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +8% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's steel steamgun4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
flaming steel waraxe of the mystic (109% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 109% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.pwr +7 (+4 eff.) One-handed war axes. |
warbringer's steel waraxe (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 107% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +6% physical ----- def ----- Disarm- +11% One-handed war axes. |
pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +4 Fatigue +3% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 131% Range: 1.4x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +2 Unarmed combat: Power 117% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +7 Apr +3 Crit +7.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets of magic (+4) (0 def, 8 armour)1.5 T2 hands armor [Ego] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Melee+ 6 physical Dmg.mod +5% arcane +3% physical ----- def ----- Armour +8 Fatigue +3% Unarmed combat: Power 124% Range: 1.4x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +10 arcane On Hit.r1 +7 physical On Crit.r2 +6 arcane +6 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
thaloren rough leather hat of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Dex +3 Wil ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +5 (+3 eff.) A hat made of leather. Very stylish. |
enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Mind.save +12 (+6 eff.) A suit of armour made of mail. |
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. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
barbed pouch of steel shots (13/21, 133% power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 134% Range: 1.2x Uses 0% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 21 On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
high-capacity pouch of iron shots (43/43, 108% power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 108% Range: 1.2x Uses 0% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 43 While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
high-capacity pouch of iron shots of accuracy (37/37, 112% power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 112% Range: 1.2x Uses 0% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 37 While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
focusing steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force [power 165] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 165 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
2 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. |
2 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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
Achievements
A Fistful of Gold (Madness (Roguelike) difficulty)
Buy an item from an AAA.By Mad Tosser the Orc Adventurer level 10
20th Retaking 124th year of Ascendancy at 00:31 see stats
Ay ay captain! (Madness (Roguelike) difficulty)
Turn into a pirate!By Mad Tosser the Orc Adventurer level 10
19th Retaking 124th year of Ascendancy at 13:28 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Mad Tosser the Orc Adventurer level 10
19th Retaking 124th year of Ascendancy at 04:47 see stats
Log
Whitehoof maulotaur hits Mad Tosser for 180 darkness damage.
Whitehoof maulotaur casts Rune: Blink.
Whitehoof maulotaur is out of phase.
Something summons Ghoul!
You are currently disarmed and cannot use this talent.
Mad Tosser's Awesome Toss hits Ghoul for 63 physical, 9 physical (72 total damage).
Mad Tosser's Awesome Toss hits Whitehoof maulotaur for (26 flat reduction), 0 temporal, (33 flat reduction), 44 physical (44 total damage).
You are currently disarmed and cannot use this talent.
Mad Tosser's Awesome Toss hits Ghoul for 61 physical, 9 physical (70 total damage).
Mad Tosser's Awesome Toss hits Ghoul for 59 physical, 9 physical (69 total damage).
Whitehoof maulotaur casts Lightning.
You have deflected 6 incoming damage!
Your hatred grows even as your life fades! (+22 hate)
Whitehoof maulotaur hits Whitehoof maulotaur for (22 flat reduction), 213 lightning (213 total damage).
Whitehoof maulotaur hits Mad Tosser for (6 deflected), 230 lightning (230 total damage).
Mad Tosser the level 15 orc adventurer was amped to death by a whitehoof maulotaur on level 1 of Krimbul Territory.
Mad Tosser is no longer rampaging.
Mad Tosser is free from the hex.
Mad Tosser deactivates Yarrrr!!.
Mad Tosser slows down.
Mad Tosser deactivates Thermal Shield.
Mad Tosser deactivates Deflection.
Mad Tosser deactivates Kinetic Shield.
Mad Tosser slows down.
Mad Tosser deactivates Beyond the Flesh.
Mad Tosser somehow catches the falling steamguns.




























































































