









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Berserker |
| Level / Exp | 32 / 38% |
| Size | big |
| Lifes / Deaths | Killed by Lisossra the Guardian at level 32 on the 18th Pain 124th year of Ascendancy at 03:25 / 1 |
Primary Stats
| Strength | 144 (base 60) |
| Dexterity | 33 (base 11) |
| Constitution | 52 (base 25) |
| Magic | 9 (base 10) |
| Willpower | 47 (base 42) |
| Cunning | 35 (base 17) |
Resources
| Life | -60/1119 |
| Stamina | 64/216 |
| Healing Factor | 1.3837837837838 |
| Regeneration | 39.908388611092 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +406% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 5 |
| Infravision | 5 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 262 |
| Accuracy | 61 |
| Crit Chance | 51% |
| APR | 19 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +10% |
| Nature | +11% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +31% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 33 (30%) |
| Defense | 30 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 31 |
| Mental Save | 33 |
Defense: Resistances
| Lightning | + 23%( 70%) |
| Light | + 39%( 70%) |
| Nature | + 32%( 70%) |
| Blight | + 19%( 70%) |
| Cold | + 26%( 70%) |
| Fire | + 21%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 12% |
Inscriptions (3/3)
| 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 313 life over 5 turns. 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 406% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Berserker's strength | 1.60 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Berserker Rage |
| talent | Precise Strikes |
| talent | Shattering Impact |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | Moving at extreme speed (406% faster). Any action other than movement will cancel it. Wild Speed |
| beneficial effect | The target is recovering 46 life each turn. Recovery |
| beneficial effect | The thrill of combat improves the target's maximum life by 8%, life regeneration by 20.48, and stamina regeneration by 4.10. Bloodbath |
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 Erรบan 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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | 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'Haรฏb 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 | Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 10% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (44 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (78 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 6/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| 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 (104 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Glilramiwyn' (0 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +4 Wil ----- def ----- Armour +9 Fatigue +3% Resists +7% blight Spell.save +9 (+4 eff.) Mind.save +8 (+4 eff.) Disarm- +40% A cap made of leather. |
| 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 | titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings can have magical properties. |
| On fingers | steel ring 'Xemira'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Phys.pwr +4 (+0 eff.) Dmg.mod +11% nature Acc +10 (+3 eff.) ----- def ----- Armour +6 Resists +22% nature Rings can have magical properties. |
| Around waist | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+6 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed assault +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
| On hands | Strikeobsidian (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +20% temporal ----- def ----- Armour +2 Resists +12% lightning HP.reg +2.30 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.00 Max.stam +21.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Tarrudradar (3 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: Stats +5 Str +2 Cun +2 Con dps ---------- Crit.mult +15.00% Melee Ret 4 physical ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Mind.save +9 (+5 eff.) Max.HP +44.00 HP.reg +0.80 ---------- misc Equi/ret +0.08 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 (+4 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Around neck | serendipitous steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +5 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Unseen.red 13% Blind- +12% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 87% / cooldown 99%)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 87% efficiency and cooldown mod of 99%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 51 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.6 steam per turn. Can be activated for an instant burst of 28 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 duelist (heal 298 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. 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 ability. |
regeneration infusion of the wizard (heal 323 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 323 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 25%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Life Support Suit0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+14 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 14% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
cleansing copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun ----- def ----- Resists +11% nature +10% blight Poison- +20% Disease- +21% Amulets can have magical properties. |
restful copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% HP.reg +1.10 Amulets can have magical properties. |
steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings can have magical properties. |
Olarion the stralite battleaxe (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +8.5% Atk.spd 100% Melee+ +19 blight On Hit: 10% Epidemic 4 On Hit: * 17% chance to disease * 20% chance to torment the target On Crit: * wounds the target for 7 turns: 23 bleeding, 71% reduced healing While equipped: Stats +1 Wil dps ---------- Phys.crit +19.0% Phys.pwr +13 (+2 eff.) Res.pen +13% mind +13% darkness Apr +1 Melee Ret 12 arcane ----- def ----- Disease- +20% ---------- misc Mana/s.crit +1.00 Massive two-handed battleaxes. |
arcing iron battleaxe (15.5-23.25 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 15.5 - 23.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed battleaxes. |
flaming dwarven-steel dagger of massacre (22.5-29.25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 22.5 - 29.3 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 fire Sharp, short and deadly. |
iron greatmaul of massacre (27-40.5 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Master Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
arcing steel greatsword of daylight (28-44.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 28.0 - 44.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 lightning +10 light Against +14% Undead On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
balanced steel greatsword (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +32% Massive two-handed swords. |
iron greatsword (17-27.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Longbows are used to shoot arrows at your foes. |
chilling dwarven-steel mace of vileness (26.5-37.1 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +13 blight +11 cold On Hit: * 5% chance to disease Blunt and deadly. |
Lisildassra the Shadenull (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 darkness On Hit: * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+6 eff.) Dmg.mod +15% blight +3% fire +9% darkness ----- def ----- Resists +12% darkness +3% fire Phys.save +9 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Barigastir the Ashtouch1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +15% fire ----- def ----- Armour +6 Resists +3% mind Phys.save +40 (+12 eff.) Spell.save +30 (+13 eff.) Disarm- +15% A belt that goes around your waist. |
Isoribeth the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +4 Wil +3 Cun dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Resists +12% acid ---------- misc Max.hate +8.00 Telepathy Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+5 eff.) ----- def ----- Defense +8 (+4 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots 'Xewyn' (9 def, 12 armour)3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +12 Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Fatigue +3% Resists +6% mind +9% lightning Spell.save +6 (+3 eff.) Blind- +15% Stun/Frz- +10% ---------- misc Stam/turn +0.80 Max.stam +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of evasion (12 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +12 (+6 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 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 (-9 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 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. |
Ce'Noyassra the hardened leather hat (0 def, 9 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +8 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +6% ----- def ----- Armour +9 Fatigue +3% Resists +9% blight +3% physical Mind.save +30 (+12 eff.) A hat made of leather. Very stylish. |
cleansing iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing rough leather hat (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+3 eff.) A hat made of leather. Very stylish. |
impenetrable iron mail armour (2 def, 10 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Mayatta the Boltkill (4 def, 9 armour)17.0 T2 massive armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% darkness +30% lightning Res.pen +10% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction * 30% chance to daze at end of turn ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +6% lightning +13% light +13% darkness A suit of armour made of metal plates. |
impenetrable steel plate armour (4 def, 16 armour)17.0 T2 massive armor [Ego] Master While equipped: ----- def ----- Armour +16 Defense +4 (+2 eff.) Fatigue +22% A suit of armour made of metal plates. |
5 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. |
34 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
21 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. |
20 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 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. |
19 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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 lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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 (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 (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. |
25 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
18 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. |
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. |
26 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
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
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Situation the Orc Berserker level 12
25th Retaking 124th year of Ascendancy at 08:42 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Situation the Orc Berserker level 32
17th Pain 124th year of Ascendancy at 22:05 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Situation the Orc Berserker level 10
20th Retaking 124th year of Ascendancy at 01:30 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Situation the Orc Berserker level 20
44th Retaking 124th year of Ascendancy at 09:24 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Situation the Orc Berserker level 30
39th Revenge 124th year of Ascendancy at 12:01 see stats
Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Situation the Orc Berserker level 30
40th Revenge 124th year of Ascendancy at 05:12 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Situation the Orc Berserker level 30
40th Revenge 124th year of Ascendancy at 00:09 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Situation the Orc Berserker level 16
42nd Retaking 124th year of Ascendancy at 01:58 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Situation the Orc Berserker level 19
44th Retaking 124th year of Ascendancy at 07:47 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Situation the Orc Berserker level 15
32nd Retaking 124th year of Ascendancy at 18:42 see stats
Log
Umbral horror casts Phase Door.
Talent Stunning Blow is ready to use.
Talent Infusion: Wild is ready to use.
Burning from Situation hits Situation for 5 fire damage.
Situation roars triumphantly.
Situation hits Shadow for 380 physical damage.
Situation killed Shadow!
Shadow casts Fade.
Shadow fades!
Situation hits Shadow for 0 physical damage.
Shadow hits Situation for 55 physical damage.
Situation stops burning.
Situation uses Infusion: Movement.
Situation is moving freely.
Situation is moving at extreme speed!
Situation loses sight!
Berserker Rage's rage subsides!
Situation is unstoppable!
Something hits Situation for (47 refused), 7 light (7 total damage).
Situation is no longer inspired.
Talent Infusion: Regeneration is ready to use.
Situation receives 149 healing from Unstoppable.
Ran for 5 turns (stop reason: taken damage).
Something hits Situation for 133 physical damage.
Situation hits Something for 0 physical damage.
Saving game...






































































































