









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| 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!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 1.5.0Donators/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:
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 |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Wyrmic |
| Level / Exp | 18 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake at level 18 on the 3rd Revenge 124th year of Ascendancy at 03:26 / 1 |
Primary Stats
| Strength | 48 (base 38) |
| Dexterity | 21 (base 10) |
| Constitution | 14 (base 11) |
| Magic | 17 (base 10) |
| Willpower | 54 (base 41) |
| Cunning | 34 (base 10) |
Resources
| Life | -87/525 |
| Equilibrium | 25 |
| Healing Factor | 1.2326086956522 |
| Regeneration | 1.6023913043478 |
Speed
| Mental | +8.3093084429546% |
| Attack | +8.3093084429546% |
| Movement | +23.593867610317% |
| Spell | 0% |
| Global | +105.6% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 34 |
| Crit Chance | 16% |
| APR | 7 |
| Speed | 0.92 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 12% |
| Speed | 0.92328167761009 |
Offense: Damage Bonus
| Lightning | +19% |
| Nature | +12% |
| Physical | +8% |
| Fire | +9% |
| Arcane | +9% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 38 (87.462686567164%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 28 |
| Physical Save | 45 |
| Spell Save | 26 |
| Mental Save | 30 |
Defense: Resistances
| Nature | -4%( 70%) |
| Lightning | -4%( 70%) |
| Light | -13%( 70%) |
| Cold | -2%( 70%) |
| Blight | -10%( 70%) |
| Acid | -7%( 70%) |
| Fire | -2%( 70%) |
| All | -20%( 70%) |
Defense: Immunities
| Poison Resistance | 5% |
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| detrimental effect | The target is on fire, taking 30.30 fire damage per turn. Burning |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+8). Continuum Destabilization |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target is cursed, taking 30.67 darkness damage per turn and preventing natural life regeneration. Curse of Death |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
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 |
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 |
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. | active |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
| On head | Shockpython the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Dex +4 Wil +3 Cun dps ---------- Dmg.mod +9% lightning +9% fire Apr +5 On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Fatigue +4% Resists +8% blight Mind.save +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | Tarroldil0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +4 Mag +9 Cun dps ---------- Melee+ 11 bleed Ranged+ 12 bleed Dmg.mod +9% arcane Acc +8 (+4 eff.) On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ----- def ----- Phys.save +20 (+6 eff.) Spell.save +8 (+4 eff.) Die.at -60.00 life Poison- +5% ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | blurring rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Defense +9 (+5 eff.) Mind.save +5 (+2 eff.) Stealth +6 A belt that goes around your waist. |
| In main hand | Gorulin (40.5-60.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Nature/Psionic Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +19 darkness Against +12% Living On Crit.r2 +13 fire On Hit: * 13% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: dps ---------- Phys.crit +2.0% All.spd +6% Res.pen +10% fire ----- def ----- Resists +6% light +9% fire Phys.save +10 (+3 eff.) Massive two-handed mauls. |
| On hands | 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. |
| Main armor | impenetrable steel plate armour of thunder (4 def, 16 armour)17.0 T2 massive armor [Ego+] Arcane/Master While equipped: Stats +4 Str +4 Mag +4 Wil dps ---------- Phys.crit +5.0% Spell.crit +4% Mind.crit +4% Phys.pwr +10 (+4 eff.) Spell.pwr +10 (+5 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Armour +16 Defense +4 (+2 eff.) Fatigue +22% Resists +12% lightning A suit of armour made of metal plates. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+5 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 | vitalizing steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +3 Cun +2 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +38.00 HP.reg +0.90 Amulets can have magical properties. |
Inventory
movement infusion (300% speed; 5 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 300% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
schematic: Grounding Strap0.1 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: Moss Tread0.1 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: 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. |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Pinning- +21% Knockbk- +22% Amulets can have magical properties. |
rogue's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) HP.reg +1.20 Stun/Frz- +20% Rings can have magical properties. |
steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +4 See.Stealth +8 See.Invis +5 Rings can have magical properties. |
arcing stralite battleaxe of phasing (43.5-65.25 power, 16 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 43.5 - 65.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +16 Crit +7.5% Atk.spd 100% Phasing +34% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed battleaxes. |
chilling steel battleaxe of phasing (22.5-33.75 power, 11 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +11 Crit +5.0% Atk.spd 100% Phasing +14% Melee+ +10 cold Massive two-handed battleaxes. |
iron battleaxe (13.5-20.25 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 13.5 - 20.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
Icy Kill (35-45.5 power, 10 apr)1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
iron greatmaul of erosion (20-30 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Nature Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 nature +7 temporal Massive two-handed mauls. |
chilling dwarven-steel longsword of phasing (23-32.2 power, 11 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +11 Crit +3.5% Atk.spd 100% Phasing +16% Melee+ +5 cold Sharp, long, and deadly. |
thorny mindstar of persecution (8-8.8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt Power 8.0 - 8.8 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +11% Unnatural On Hit: * disrupts spell-casting While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty hardened leather sling of acid4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +7 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +12% acid Slings are used to hurl stones or metal shots at your foes. |
elven-wood magestaff of channeling (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +23 (+12 eff.) Dmg.mod +25% arcane ---------- misc Mana/turn +0.14 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of battle (2 def, 6 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue -3% Resists +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
naturalist's rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 nature Dmg.mod +4% nature Acc +12 (+6 eff.) ----- def ----- Armour +1 Resists +5% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+5 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
spiked dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor [Ego] Master/Psionic While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +6% mind Mind.save +12 (+6 eff.) A suit of armour made of mail. |
Dourburst (7 def, 18 armour)17.0 T4 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Mag +11 Wil +4 Cun dps ---------- Melee Ret 14 physical On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +18 Defense +7 (+4 eff.) Fatigue +26% Resists +7% acid +9% cold Mind.save +17 (+8 eff.) ---------- misc Infravis +1 Breathe water A suit of armour made of metal plates. |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+5 eff.) ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +22% Resists +10% fire +15% cold Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
spiked stralite plate armour of lightning resistance (7 def, 13 armour)17.0 T4 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +13 Defense +7 (+4 eff.) Fatigue +26% Resists +22% lightning A suit of armour made of metal plates. |
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 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. |
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. |
Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Star Shot (20/20, 32-38.4 power, 15 apr)3.0 T4 shot ammo Reqs Dex 28 [Unique] Arcane Power 32.0 - 38.4 Fire Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
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. |
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. |
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. |
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
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By BroneSword the Orc Wyrmic level 11
28th Retaking 124th year of Ascendancy at 16:06 see stats
Level 10 (Roguelike)
Got a character to level 10.By BroneSword the Orc Wyrmic level 10
23rd Retaking 124th year of Ascendancy at 10:21 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By BroneSword the Orc Wyrmic level 15
41st Retaking 124th year of Ascendancy at 15:29 see stats
Log
Fire drake hits Ritch centipede for 94 fire damage.
Burning Shock from Fire drake hits Ritch centipede for 2 fire damage.
Burning from Fire drake hits Ritch centipede for 13 fire damage.
Burning from Fire drake hits Snow giant boulder thrower for 30 fire damage.
Headless horror hits BroneSword for 3 physical damage.
Mana Clash hits BroneSword for 0 arcane damage.
BroneSword's corrosive acid area effect hits Headless horror for 44 acid damage.
BroneSword's corrosive acid area effect hits Ritch centipede for 44 acid damage.
BroneSword's corrosive acid area effect hits Ritch hunter for 44 acid damage.
BroneSword's corrosive acid area effect hits Ritch hunter for 44 acid damage.
BroneSword's corrosive acid area effect hits Ritch larva for 44 acid damage.
BroneSword's corrosive acid area effect hits Ritch hive mother for 44 acid damage.
BroneSword's corrosive acid area effect hits Snow giant boulder thrower for 44 acid damage.
BroneSword's corrosive acid area effect hits Crimson ooze for 44 acid damage.
BroneSword's corrosive acid area effect hits Weaver patriarch for 44 acid damage.
BroneSword's corrosive acid area effect hits Orc grand summoner for 44 acid damage.
BroneSword's corrosive acid area effect hits Fire drake for 44 acid damage.
BroneSword's corrosive acid area effect hits Red jelly for 44 acid damage.
BroneSword's corrosive acid area effect hits Crimson ooze for 44 acid damage.
BroneSword's corrosive acid area effect hits Ritch centipede for 44 acid damage.
Snow giant boulder thrower misses BroneSword.
Crimson ooze hits BroneSword for 2 fire damage.
Ritch hive mother hits BroneSword for 8 blight damage.
BroneSword is confused and fails to use Nature's Touch.
Weaver patriarch casts Static History.
Spacetime has stabilized around Weaver patriarch.
Headless horror hits BroneSword for 3 physical damage.
Mana Clash hits BroneSword for 0 arcane damage.
Saving game...





































































































