















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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:
Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 Embers of Rage 1.6.0Official 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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 34 / 92% |
| Size | big |
| Lifes / Deaths | Killed by ritch flamespitter at level 34 on the 39th Dearth 124th year of Ascendancy at 19:30 / 3Killed by High Sun Paladin Aeryn at level 34 on the 10th Loss 124th year of Ascendancy at 12:37 Killed by High Sun Paladin Aeryn at level 34 on the 10th Loss 124th year of Ascendancy at 12:56 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 54 (base 50) |
| Constitution | 56 (base 45) |
| Magic | 10 (base 11) |
| Willpower | 19 (base 10) |
| Cunning | 52 (base 45) |
Resources
| Life | -90/964 |
| Steam | 40/112 |
| Healing Factor | 1.5653097345133 |
| Regeneration | 65.494259973393 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 61 |
| Crit Chance | 16% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 61 |
| Crit Chance | 16% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +22% |
| Mind | +5% |
| Cold | +15% |
| Physical | +10% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Acid | +27% |
| Light | +37% |
| Mind | +22% |
| Physical | +37% |
| Fire | +19% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 17 (58.536585365854%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 10 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 55%( 80%) |
| Fire | + 35%( 70%) |
| Nature | + 45%( 70%) |
| Cold | + 62%( 70%) |
| Physical | + 50%( 75%) |
| Mind | + 52%(100%) |
| All | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Poison Resistance | 0% |
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 87%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 107% efficiency and cooldown mod of 71%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 630% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -416 life. The duration and life will increase by 1% for every 1% life you have lost (currently 871 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases defense by 13. Mobile Defense |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | The target has 40 increased life regeneration. Recovery |
| detrimental effect | The target is struggling against immense gravity, all damage it does is reduced by 30%. Weight of the Sun |
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. * 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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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 YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | 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'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 | Wanderer's Rest (4 def, 0 armour) 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Talents +2 Rocket Boots Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | tundral pouch of iron shots of accuracy (6/12, 13.5-16.2 power, 1 apr) 3.0 T1 shot ammo [Ego] Nature/Master Power 13.5 - 16.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +5 Apr +1 Crit +4.0% Capacity 12 Ranged+ +9 cold On Crit.r2 +6 cold While equipped: ---------- misc Talents +4 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+3 eff.) Max.HP +52.00 Heal.mod +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | The Cage (0 def, 0 armour) 1.0 T3 head armor [Unique] Psionic While equipped: dps ---------- All.spd -25% ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 You are immune to mental status effects. Nothing will ever reach you again. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) 7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Talents +3 Itching Powder Cooldown Clinch -2 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | ash wand of lightning storm 'Dawnreign' [power 194] (4/13 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light Res.pen +25% light ----- def ----- Resists +6% fire ---------- misc Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (135 total damage) Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 7.80 cold and 7.46 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 58/60 This azure ring seems to be always moist to the touch. |
| On fingers | gold ring of speed0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +12% Acc +9 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Blinding Speed: Puts all charms on 33 cooldown Level 2.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | overgrown steel steamgun of piercing 4.0 T2 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit.r1 +60 20% chance of physical repulsion On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: dps ---------- Res.pen +5% all Acc +11 (+3 eff.) Apr +6 ----- def ----- HP.reg +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | monstrous hardened leather belt of life 1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- Fatigue -8% Phys.save +8 (+3 eff.) HP.reg +1.00 Heal.mod +11% ---------- misc Max.enc +20 Size +1 A belt that goes around your waist. |
| In off hand | blazebringer's steel steamgun of tinkering (+3) 4.0 T2 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +6 fire On Hit: * shock your foe dealing 24 damage and draining some of their resources Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Steampwr +6 (+2 eff.) All.spd +5% Res.pen +7% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | cashmere cloak of the hunter (2 def, 0 armour) 2.0 T3 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +22 (+5 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -7% Resists +10% nature +10% cold Max.HP +76.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 10 armour) 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +10 Hardiness +20% Defense +12 (+4 eff.) Fatigue +4% Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 23.82 to 29.77 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
Charspar the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +7 Lck +4 Cun dps ---------- Dmg.mod +3% fire Acc +5 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +12% lightning Mind.save +6 (+3 eff.) Unseen.red 12% ---------- misc Psi/ret +0.08 Amulets can have magical properties. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Voruda the Deepsbore0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) ----- def ----- Resists +12% mind +15% darkness Crit.dmg- 5.00% Mind.save +3 (+1 eff.) Confus- +24% Amulets can have magical properties. |
restful gold amulet of the eclipse0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 7 light 8 darkness Dmg.mod +8% light +7% darkness On Melee Ret: * 7% chance to blind * 10% chance to reduce damage dealt by 0% ----- def ----- Fatigue -6% HP.reg +2.00 Amulets can have magical properties. |
restful steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Fatigue -6% HP.reg +2.00 Amulets can have magical properties. |
serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 10% Amulets can have magical properties. |
starlit gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Resists +19% light +18% darkness Blind- +23% ---------- misc Mana/turn +0.16 Max.mana +25.00 Amulets can have magical properties. |
warmaker's gold amulet of mastery (0.17 Steamtech / Elusiveness)0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +6 Str +6 Dex +4 Wil ---------- misc Masteries +0.17 Steamtech/Elusiveness Amulets can have magical properties. |
psionicist's gold ring of corrosion (+20%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Mind.save +6 (+3 eff.) Rings can have magical properties. |
savage's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +3 Cun +2 Con dps ---------- Melee+ 8 physical Ranged+ 8 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 0 On Hit (Ranged): * 11% chance to reduce all saves and defense by 0 ----- def ----- Spell.save +11 (+10 eff.) ---------- misc Hate/m.crit +2.00 Max.stam +18.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
sneakthief's gold ring of power0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +7 (+7 eff.) Mind.pwr +10 (+5 eff.) Acc +7 (+2 eff.) Rings can have magical properties. |
treant's gold ring0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% nature +6% blight Poison- +10% Disease- +10% Rings can have magical properties. |
wizard's gold ring of power0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +8 (+8 eff.) Mind.pwr +10 (+5 eff.) ----- def ----- Spell.save +4 (+4 eff.) Rings can have magical properties. |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
mighty iron steamgun4.0 T1 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
resilient cashmere cloak of the guardian (7 def, 6 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +6 Defense +7 (+2 eff.) Resists +0% nature +0% cold Phys.save +12 (+5 eff.) Spell.save +13 (+11 eff.) Mind.save +14 (+7 eff.) Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to kruk cloak. |
hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+5 eff.) ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (-5 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 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. |
Nerathra the cashmere wizard hat (7 def, 8 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Str dps ---------- Apr +3 ----- def ----- Armour +8 Defense +7 (+2 eff.) Resists +3% mind Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Silence- +0% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A pointy cloth hat, very wizardly... |
Steamcatcher (12 def, 0 armour)2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+5 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+4 eff.) Resists +15% fire Silence- +0% ---------- misc Steam/turn +1.00 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Mag 12 [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
10 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. |
32 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. |
11 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
34 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. |
51 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 66 power out of 28/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
5 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 34.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 34.30 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
12 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
potent healing salve [power 177] potent healing salve [power 177]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 177 Puts Talent Medical Injector on 13 cooldown Medical salve. |
powerful fiery salve [power 16] powerful fiery salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 190] powerful pain suppressor salve [power 190]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -190 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
good poison groove0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
good solid shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Solid Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft saw shell0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
potent moss tread0.0 T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +4 ---------- misc Talents +2 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
well-made corrosive shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
Layumitira [power 245] (4/13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +5% ----- def ----- Armour +2 Die.at -80.00 life Pinning- +20% ---------- misc Max.psi +10.00 Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
extending steel torque of psionic shield [power 53] (4/21 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 21 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging [power 182] (4/13 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 127 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
extending ash totem of healing [power 194] (4/13 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
powerful ash totem of summon tentacle [power 160] (4/21 cooldown)2.0 T2 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 392 Base Damage: 172 Armor: 13 All Resist: 8 Puts all charms on 21 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
38 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. |
Glacierhash [power 245] (4/13 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% cold Res.pen +20% mind +15% cold Melee Ret 10 lightning ----- def ----- Resists +12% lightning ---------- misc Equi/ret +0.08 Fire a magical bolt dealing 171 cold damage Puts all charms on 13 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful ash wand of shielding [power 182] (4/17 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
good flash powder0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
Achievements
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Cañonerou the Orc Gunslinger level 13
34th Retaking 124th year of Ascendancy at 01:36 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Cañonerou the Orc Gunslinger level 32
47th Revenge 124th year of Ascendancy at 23:31 see stats
I did not want that! (Roguelike)
Tricked Nektosh into killing one of his own people.By Cañonerou the Orc Gunslinger level 26
8th Revenge 124th year of Ascendancy at 14:12 see stats
Level 10 (Roguelike)
Got a character to level 10.By Cañonerou the Orc Gunslinger level 10
18th Retaking 124th year of Ascendancy at 01:43 see stats
Level 20 (Roguelike)
Got a character to level 20.By Cañonerou the Orc Gunslinger level 20
41st Retaking 124th year of Ascendancy at 02:03 see stats
Level 30 (Roguelike)
Got a character to level 30.By Cañonerou the Orc Gunslinger level 30
38th Revenge 124th year of Ascendancy at 12:10 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Cañonerou the Orc Gunslinger level 31
40th Revenge 124th year of Ascendancy at 07:07 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Cañonerou the Orc Gunslinger level 17
40th Retaking 124th year of Ascendancy at 02:39 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Cañonerou the Orc Gunslinger level 24
50th Retaking 124th year of Ascendancy at 07:24 see stats
Unstoppable (Roguelike)
Returned from the dead.By Cañonerou the Orc Gunslinger level 34
39th Dearth 124th year of Ascendancy at 19:30 see stats
Log
Shield of Light hits High Sun Paladin Aeryn for 12 healing, 12 healing (0 total damage) [26 healing].
Cañonerou's phys.bleed area effect hits High Sun Paladin Aeryn for (77 absorbed), 77 physical (77 total damage).
Cañonerou's pinning nature area effect hits High Sun Paladin Aeryn for (4 absorbed), 4 nature (5 total damage).
High Sun Paladin Aeryn's light area effect hits Cañonerou for 54 light damage.
Cañonerou uses Startling Shot.
Cañonerou misses his shot.
Cañonerou is pulled in!
Cañonerou is recovering from the damage!
High Sun Paladin Aeryn receives 12 healing from Shield of Light.
Bleeding from Cañonerou hits High Sun Paladin Aeryn for (13 absorbed), 13 physical (14 total damage).
High Sun Paladin Aeryn hits Cañonerou for 47 fire, 58 light, 30 physical (137 total damage).
High Sun Paladin Aeryn uses Massive Blow.
High Sun Paladin Aeryn misses Cañonerou.
High Sun Paladin Aeryn receives 12 healing from Shield of Light.
Cañonerou's phys.bleed area effect hits High Sun Paladin Aeryn for (77 absorbed), 77 physical (77 total damage).
High Sun Paladin Aeryn's light area effect hits Cañonerou for 46 light damage.
Cañonerou is pulled in!
High Sun Paladin Aeryn receives 12 healing from Shield of Light.
High Sun Paladin Aeryn hits Cañonerou for 47 fire, 58 light, 30 physical (137 total damage).
Bleeding from Cañonerou hits High Sun Paladin Aeryn for (18 absorbed), 18 physical (19 total damage).
Cañonerou uses Antimagic Shell.
High Sun Paladin Aeryn deactivates Retribution.
High Sun Paladin Aeryn unleashes the stored damage in retribution!
Shield of Light hits High Sun Paladin Aeryn for 12 healing, 12 healing, 12 healing, 12 healing, 12 healing, 12 healing, 12 healing (0 total damage) [89 healing].
Cañonerou's Antimagic Shell hits High Sun Paladin Aeryn for (51 absorbed), 51 physical, (58 absorbed), 60 arcane, 8 cold, 23 lightning (144 total damage).
Cañonerou's Antimagic Shell hits High Sun Paladin Aeryn for 51 physical, 119 arcane, 8 cold (178 total damage).
High Sun Paladin Aeryn hits Cañonerou for 312 light damage.
High Sun Paladin Aeryn uses Highborn's Bloom.
Saving game...





































































































