








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This 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 | Nightmare Roguelike |
Sex | Female |
Race | Orc |
Class | Brawler |
Level / Exp | 22 / 16% |
Size | medium |
Lifes / Deaths | Killed by Isugama the larvae bloated ritch mother at level 22 on the 22nd Revenge 124th year of Ascendancy at 17:31 / 1 |
Primary Stats
Strength | 41 (base 30) |
Dexterity | 52 (base 37) |
Constitution | 24 (base 10) |
Magic | 9 (base 10) |
Willpower | 17 (base 10) |
Cunning | 56 (base 35) |
Resources
Life | -71/614 |
Stamina | 20/180 |
Healing Factor | 1.1172674059366 |
Regeneration | 5.0936995411163 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 35.308559597209 |
See Invisible | 35.308559597209 |
Offense: Barehand
Damage | 56 |
Accuracy | 42 |
Crit Chance | 24% |
APR | 1 |
Speed | 0.80 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Light | +10% |
Temporal | +3% |
Nature | +11% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Nature | +13% |
Darkness | +12% |
Fire | +12% |
All | +7% |
Defense: Base
Armour (hardiness) | 17 (44.574340358689%) |
Defense | 63 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 34 |
Mental Save | 31 |
Defense: Resistances
Blight | + 16%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 27%( 70%) |
All | + 3%( 70%) |
Darkness | + 14%( 70%) |
Light | + 15%( 70%) |
Temporal | + 6%( 70%) |
Fire burn | + 9%( 70%) |
Fire | + 8%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (4/4)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 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 Erúan 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. | 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'Haïb 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 | Ravenscale Boots (4 def, 2 armour) Ravenscale Boots (4 def, 2 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +6 Cun +2 Dex offense ------ Ignore resists +6% nature +5% darkness defense ------ Armor +2 Defense +4 (+1 eff.) Fatigue -2% other ------- Stamina/turn +2.00 Sudden Assault: Effective talent level: 1.0 Power cost 17 out of 25/25. Range 7 Cooldown: 39 Travel.spd instantaneous Description: Lunge toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can knock the target off-guard for 4 turns if it hits, increasing their ability to be critically hit. One of several pairs, worn by a group of mercenary scoundrels infamous for their sudden and savage assaults. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Plot Item] Steamtech While equipped: defense ------ Armor +1 other ------- Talents +1 Sand Shredder Unarmed combat: Weapon Damage 8.5 - 9.4 Physical Uses 40% Cun, 40% Dex, 40% Str Ignore Armor +1 Critical Rate +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +11 Lck +6 Wil offense ------ Physical Crit +4.0% Spell Crit +5% Mind Crit +2% Damage +21% acid +3% temporal When Hit 2 temporal defense ------ Armor +5 Fatigue +5% Resistance +13% blight +3% temporal Mind save +8 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Bastion Bastion: Passive - Increases Physical, Mind, and Spell Saves by 4.88 per each enemy you can see in a radius of 2. The increase is based on the average of your Dexterity, Magic, and Willpower stats. A hat made of leather. Very stylish. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+4 eff.) Spell save +7 (+4 eff.) Mind save +7 (+4 eff.) Life +26.00 Disarm Resist +26% Pinning Resist +24% Knockbk Resist +26% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +11% nature defense ------ Defense +6 (+1 eff.) Resistance +22% nature Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+3 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Main armor | ![]() 9.0 Encumbrance T4 light armor [Ego] Arcane While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +11% darkness +6% arcane +12% light Spell save +18 (+8 eff.) A suit of armour made of leather. |
Light source | Brand of the Pyrophage Brand of the Pyrophage1.0 Encumbrance T2 lite [Unique] Arcane While equipped: Stats +1 Cun offense ------ Spellpower/crit +6 Ignore resists +5% fire When Hit 6 fire burn defense ------ Defense +15 (+4 eff.) Resistance +6% fire burn +5% fire other ------- Light +3 Talents +1 Combust Combust: When hitting a foe under the influence of a fire-based efect (such as burning), you have a 33% chance to cause it to erupt, inflicting 4 Fire damage in a radius of 1, and giving you a stack of Burning Consumption. This increases your Max Mana by 4.5% and life regen by 1.35 for 5 turns. The life regen effect has a maximum value of 50. These effects scale off of the Magic stat. An ash caked iron brand, it burns with a vicious, hungry, red glow. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+2 eff.) Resistance +15% cold Physical save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Around waist | ![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.2 Power cost 26 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 35 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. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 58%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 173 damage for 3 turns. 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Con offense ------ Ignore resists +3% blight defense ------ Spell save +12 (+6 eff.) Disease Resist +28% other ------- Max stamina +18.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: defense ------ Resistance +1% physical Physical save +18 (+8 eff.) Mind save +16 (+8 eff.) Healmod +15% Blind Resist +10% Confus Resist +20% Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego] Arcane Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 25% chance to afflict the target with Lightburn, causing 15 Light damage over 5 turns and reduces their armor by 2 for the duration. While equipped: Stats +5 Mag +2 Wil offense ------ Physical Power +7 (+2 eff.) Spellpower +8 (+8 eff.) Damage +8% light Blunt and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego] Arcane Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +10 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 One-handed war axes. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +12% cold defense ------ Resistance +7% all +18% cold Mind save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Resistance +6% blight Resist Against +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cord of the Steeled Mind Cord of the Steeled Mind1.0 Encumbrance T2 belt armor [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +5 (+5 eff.) defense ------ Fatigue -4% Mind save +16 (+8 eff.) Confus Resist +23% Stun Resist +21% other ------- Encumbrance +22 Talents +1 Iron Resolve Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 8.5%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +2% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+4 eff.) defense ------ Armor +2 Unarmed combat: Weapon Damage 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +7.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +9 (+3 eff.) On-Hit 7 mind Damage +5% mind defense ------ Armor +2 Fatigue +3% Resistance +6% mind Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +7 mind On Hit: 20% Psychic Lobotomy level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 4 nature 4 fire Damage +3% nature +4% fire defense ------ Armor +2 Fatigue +3% Physical save +7 (+4 eff.) Unarmed combat: Weapon Damage 18.5 - 25.9 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Damage Conversion 10% nature 10% fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T1 head armor [Ego] Disrupt/Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +5% nature +6% blight other ------- Talents +1 Ravager Ravager: Passive - Increase Physicalpower by 5.12 per each enemy you can see in a radius of 2. The increase is based on your Strength stat. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% other ------- Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 8.07% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue +5% other ------- Infravision +2 Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 8.07% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 10 fire defense ------ Resistance +6% fire other ------- 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. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 44/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance 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: 530 Base Damage: 256 Armor: 0 All Resist: 11 Puts all charms on 29 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Orissa the Orc Brawler level 12
38th Retaking 124th year of Ascendancy at 03:50 see stats
By Orissa the Orc Brawler level 13
44th Retaking 124th year of Ascendancy at 23:47 see stats
By Orissa the Orc Brawler level 10
34th Retaking 124th year of Ascendancy at 14:50 see stats
By Orissa the Orc Brawler level 20
20th Revenge 124th year of Ascendancy at 18:05 see stats
By Orissa the Orc Brawler level 21
22nd Revenge 124th year of Ascendancy at 12:22 see stats
By Orissa the Orc Brawler level 16
11st Revenge 124th year of Ascendancy at 02:28 see stats
Log
Ritch centipede is not dazed anymore.
Isugama the larvae bloated ritch mother uses Willful Strike.
Orissa was smashed back 1 spaces!
Isugama the larvae bloated ritch mother hits Orissa for (13 flat reduction), 100 physical, (8 flat reduction), 0 physical (100 total damage).
Isugama the larvae bloated ritch mother receives 19 healing from Unnatural Body.
Burning from Ce'Nariavea the ritch hive mother hits Ritch centipede for 5 fire damage.
Ritch larva shrieks.
Orissa feels pain again.
Orissa shreds through sandwalls!
Isugama the larvae bloated ritch mother uses Agony.
Isugama the larvae bloated ritch mother's mind surges with critical power!
Orissa is writhing in agony!
Burning from Ce'Nariavea the ritch hive mother hits Ritch centipede for 5 fire damage.
Ritch centipede misses Orissa.
Orissa is lost in madness!
Talent Sand Shredder is ready to use.
Agony from Isugama the larvae bloated ritch mother hits Orissa for (13 flat reduction), 9 mind (9 total damage).
Orissa is confused and fails to use Spinning Backhand.
Ritch centipede stops burning.
Ce'Nariavea the ritch hive mother casts Flame.
Orissa speeds up.
Orissa is on fire!
Ritch larva performs a diseased attack against Orissa.
Ritch larva misses Orissa.
Ce'Nariavea the ritch hive mother's Flame hits Orissa for (13 flat reduction), 15 fire (15 total damage).
Isugama the larvae bloated ritch mother uses Reproach.
Isugama the larvae bloated ritch mother hits Orissa for (13 flat reduction), 178 mind (178 total damage).
Orissa the level 22 orc brawler was mentally tortured to death by Isugama the larvae bloated ritch mother on level 4 of Ritch Hive.