Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content 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:
Better Item Description 1.5.5This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Female |
Race | Orc |
Class | Necromancer |
Level / Exp | 19 / 67% |
Size | medium |
Lifes / Deaths | Killed by Emelethra the whitehoof invoker at level 19 on the 29th Revenge 124th year of Ascendancy at 22:27 / 1 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 34 (base 24) |
Magic | 51 (base 47) |
Willpower | 26 (base 13) |
Cunning | 31 (base 22) |
Resources
Life | -234/365 |
Mana | 355/374 |
Steam | 100/100 |
Soul | 12/12 |
Healing Factor | 1.335336564623 |
Regeneration | 5.0075121173363 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 26.878701826468 |
See Invisible | 26.878701826468 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 23 |
Accuracy | 24 |
Crit Chance | 9% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Light | +4% |
Nature | +3% |
Blight | +3% |
Physical | +18% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Blight | +27% |
Darkness | +22% |
Nature | +32% |
All | +7% |
Defense: Base
Armour (hardiness) | 15 (35.65183292883%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 26 |
Mental Save | 19 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 36%( 70%) |
Cold | + 61%( 70%) |
All | + 17%( 70%) |
Darkness | + 28%( 70%) |
Light | + 32%( 70%) |
Temporal | + 25%( 70%) |
Lightning | + 29%( 70%) |
Fire | + 30%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Teleport Resistance | 100% |
Pinning Resistance | 10% |
Blind Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 115 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 432% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: 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 54 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. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master necromancer | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | 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
On feet | scholar's pair of iron boots of tirelessness (0 def, 3 armour) scholar's pair of iron boots of tirelessness (0 def, 3 armour) 3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | radiant hardened leather gloves of dexterity (+3) (0 def, 2 armour) radiant hardened leather gloves of dexterity (+3) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 light Dmg.mod +4% light Acc +15 (+7 eff.) ----- def ----- Armour +2 Resists +6% light ---------- misc Talents +2 Flash Powder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Pusdredge the elven-silk wizard hat (3 def, 0 armour) Pusdredge the elven-silk wizard hat (3 def, 0 armour) 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +3 (+2 eff.) Dmg.mod +3% nature +3% blight Res.pen +20% blight +25% nature ----- def ----- Defense +3 (+2 eff.) Resists +14% lightning +10% temporal +12% light +10% fire +10% nature +11% acid +16% blight +13% cold +13% darkness Silence- +20% ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
Tool | quick ash wand of shielding [power 164] (12/13 cooldown) quick ash wand of shielding [power 164] (12/13 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 164 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | rogue's copper ring rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.70 cold and 13.03 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | wanderer's steel amulet of willpower (+5) wanderer's steel amulet of willpower (+5)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +3 Wil +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
In main hand | Voronne the Gloomtaint (117% power, 3 apr, physical element) Voronne the Gloomtaint (117% power, 3 apr, physical element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +8 (+3 eff.) Dmg.mod +9% darkness +18% physical Res.pen +15% darkness ----- def ----- Defense +6 (+3 eff.) Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.14 Max.mana +48.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 68.53 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Main armor | focusing woollen robe of life (0 def, 8 armour) focusing woollen robe of life (0 def, 8 armour) 2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Resists +7% blight +9% all Max.HP +42.00 HP.reg +1.50 Heal.mod +15% ---------- misc Mana/turn +0.12 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+4 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Light source | scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- 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. |
Inventory
medical injector implant (efficiency 153% / cooldown 61%) medical injector implant (efficiency 153% / cooldown 61%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 61%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 162% / cooldown 64%) medical injector implant of the sneak (efficiency 162% / cooldown 64%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 64%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 7) steam generator implant of the sneak (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.6 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 8) steam generator implant of the wizard (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.6 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the warrior (heal 104; 16 cd) regeneration infusion of the warrior (heal 104; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 104 life over 5 turns. 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. |
shatter afflictions rune (absorb 38; cd 16) shatter afflictions rune (absorb 38; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 90; cd 16) shatter afflictions rune of the duelist (absorb 90; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 36; cd 18) teleportation rune of the warrior (range 36; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 36 with a minimum range of 15. 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: Deflection Field schematic: Deflection Field0.1 T1 schematic scroll [Normal] LIGHT_BLUE Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus Lens0.1 T1 schematic scroll [Normal] LIGHT_BLUE Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil schematic: Mana Coil0.1 T1 schematic scroll [Normal] LIGHT_BLUE Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell 2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] LIGHT_BLUE Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking Touch0.1 T1 schematic scroll [Normal] LIGHT_BLUE Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike Attachment0.1 T1 schematic scroll [Normal] LIGHT_BLUE Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying copper amulet clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
stabilizing steel amulet of manastreaming stabilizing steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +24% ---------- misc Mana/turn +0.17 Max.mana +23.00 Amulets make your neck look great! |
copper ring of lightning (+22%) copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
gladiator's steel ring gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+5 eff.) Rings make your fingers look great! |
mule's steel ring of sensing mule's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +23% ---------- misc Max.enc +23 Infravis +4 See.Stealth +5 See.Invis +8 Rings make your fingers look great! |
enhanced iron steamgun of enduring enhanced iron steamgun of enduring4.0 T1 steamgun 1H weapon [Ego++] Nature/Steamtech Acc+ +0.1% dam / acc Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str +4 Dex +3 Mag +10 Wil +3 Cun +9 Con ----- def ----- Max.HP +10.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Borarim (10 def, 5 armour) Borarim (10 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +9 Wil ----- def ----- Armour +5 Defense +10 (+5 eff.) Fatigue +5% Resists +10% lightning +10% temporal +3% darkness +18% blight Mind.save +9 (+5 eff.) Die.at -20.00 life Pinning- +20% A cap made of leather. |
rough leather hat of constitution (+3) (0 def, 1 armour) rough leather hat of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
2 agate 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 aquamarine 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. |
3 opal 3 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. |
Yeti's Muscle Tissue (Behemoth) 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) 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 Extractor 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) 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. |
Stralite Sand Shredder 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. |
focusing steel torque of mindblast [power 170] (12/15 cooldown) focusing steel torque of mindblast [power 170] (12/15 cooldown)2.0 T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
ash totem of summon tentacle [power 160] (12/25 cooldown) ash totem of summon tentacle [power 160] (12/25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 320 Base Damage: 180 Armor: 4 All Resist: 10 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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. |
ametrine 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. |
zircon 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
By Baka2 the Orc Necromancer level 14
41st Retaking 124th year of Ascendancy at 20:59 see stats
By Baka2 the Orc Necromancer level 10
28th Retaking 124th year of Ascendancy at 05:16 see stats
By Baka2 the Orc Necromancer level 17
14th Revenge 124th year of Ascendancy at 04:46 see stats
Log
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Isabretta the whitehoof maulotaur uses Cloaking Device.
Isabretta the whitehoof maulotaur disappears from sight.
Worm that walks (servant of Isabretta the whitehoof maulotaur) uses Blindside.
Emelethra the whitehoof invoker casts Invoke Darkness.
Emelethra the whitehoof invoker hits Baka2 for 161 darkness damage.
Baka2 is terrified of the horrors attacking him!
Melee retaliation hits Armoured skeleton warrior for 20 physical, 10 fire (30 total damage).
Armoured skeleton warrior hits Baka2 for 92 physical, 6 light (98 total damage).
Emelethra the whitehoof invoker is no longer evading attacks.
You cannot go into the wilds with the following effects: Slow, Wet, Soul Leech, Terrible Sight
You cannot go into the wilds with the following effects: Slow, Wet, Soul Leech, Terrible Sight
Baka2 activates her quick ash wand of shielding!
A shield forms around Baka2.
Emelethra the whitehoof invoker uses Dual Strike.
Emelethra the whitehoof invoker performs a melee critical strike against Baka2!
Your shield crumbles under the damage!
The shield around Baka2 crumbles.
Baka2 is stunned!
Melee retaliation hits Emelethra the whitehoof invoker for (18 flat reduction), 3 physical, (7 flat reduction), 0 fire, (9 flat reduction), 0 physical, (3 flat reduction), 0 fire (3 total damage).
Emelethra the whitehoof invoker hits Baka2 for (161 absorbed), 0 physical, (3 absorbed), 5 nature, 112 physical, 3 cold (120 total damage).
Emelethra the whitehoof invoker uses Coup de Grace.
Emelethra the whitehoof invoker performs a melee critical strike against Baka2!
Melee retaliation hits Emelethra the whitehoof invoker for (9 flat reduction), 0 physical, (3 flat reduction), 0 fire, (9 flat reduction), 0 physical, (3 flat reduction), 0 fire (0 total damage).
Emelethra the whitehoof invoker hits Baka2 for 148 physical damage.
Baka2 the level 19 orc necromancer was mauled to death by Emelethra the whitehoof invoker on level 2 of Krimbul Territory.