









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Berserker |
| Level / Exp | 24 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Isludhemira the ritch centipede at level 24 on the 24th Revenge 124th year of Ascendancy at 15:47 / 1 |
Primary Stats
| Strength | 64 (base 54) |
| Dexterity | 19 (base 11) |
| Constitution | 53 (base 46) |
| Magic | 9 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | -82/784 |
| Stamina | 59/179 |
| Steam | 100/100 |
| Healing Factor | 1.40457841929 |
| Regeneration | 5.9694582819823 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 5 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 40 |
| Crit Chance | 17% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Physical | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +17% |
| Cold | +32% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 44.08934837382 (81.151787968034%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 20 |
| Physical Save | 39 |
| Spell Save | 14 |
| Mental Save | 17 |
Defense: Resistances
| Lightning | + 40%( 70%) |
| Acid | + 26%( 70%) |
| Cold | + 27%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 17%( 70%) |
| Fire | + 23%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 40% |
| Bleed Resistance | 90% |
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. |
| 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 102% efficiency and cooldown mod of 56%. |
| 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 106% efficiency and cooldown mod of 51%. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * 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'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Camidor the pair of dwarven-steel boots (0 def, 6 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Wil dps ---------- Crit.mult +15.00% Dmg.mod +3% physical Apr +3 ----- def ----- Armour +6 Fatigue -3% Phys.save +8 (+3 eff.) ---------- misc Max.enc +34 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+4 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +8 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 | Emeladhenor the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +5 Dex +2 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +3% lightning Spell.save +6 (+6 eff.) A cap made of leather. |
| Tool | elm totem of summon tentacle [power 100] (31/25 cooldown)2.0 T1 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: 221 Base Damage: 113 Armor: 0 All Resist: 3 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+3 eff.) Acc +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | rogue's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +6 (+6 eff.) Resists +22% lightning Rings make your fingers look great! |
| Around waist | cleansing rough leather belt 1.0 T1 belt armor [Ego] Disrupt While equipped: ----- def ----- Resists +5% acid +6% blight A belt that goes around your waist. |
| In main hand | truestriking steel greatsword of crippling (23-37 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Master Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +10% physical Acc +10 (+4 eff.) Apr +10 Massive two-handed swords. |
| On hands | storm dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 5 lightning Dmg.mod +4% lightning ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | searing steel plate armour of implacability (0 def, 15 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 9 acid 9 fire Melee Ret 8 acid 9 fire ----- def ----- Armour +15 Fatigue +17% Resists +10% acid +12% fire Phys.save +6 (+2 eff.) HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% A suit of armour made of metal plates. |
| Cloak | Islith the Iceshaper (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Res.pen +25% cold ----- def ----- Armour +7 Defense +2 (+2 eff.) Resists +17% cold Crit.dmg- 15.00% ---------- misc Light +2 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 181 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] 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 [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+10 eff.) Mind.save -7 (-7 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
flaming dwarven-steel greatsword (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 fire Massive two-handed swords. |
yew vilestaff 'Hellransom' (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Mind.pwr +25 (+13 eff.) Dmg.mod +20% blight +12% fire Res.pen +20% darkness +10% mind ----- def ----- Defense +11 (+8 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 33.52 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+7 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Branedig the Winterweeper (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Dmg.mod +9% cold Res.pen +15% nature Apr +6 ----- def ----- Armour +3 Resists +12% acid +3% physical +6% darkness +6% cold HP.reg +4.00 A pair of boots made of leather. |
Frigidwisp the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +6% cold Res.pen +10% acid ----- def ----- Armour +3 Fatigue -6% Resists +15% nature Phys.save +11 (+4 eff.) ---------- misc Max.enc +28 A pair of boots made of leather. |
psychic's hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 8 mind Dmg.mod +5% arcane +4% mind ----- def ----- Armour +2 Resists +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Vorawyn (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% acid ----- def ----- Defense +2 (+2 eff.) Resists +5% lightning +7% temporal Crit.dmg- 15.00% Die.at -40.00 life Heal.mod +20% A pointy cloth hat, very wizardly... |
hardened leather hat 'Eremerig' (6 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% physical Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 13% On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+6 eff.) Fatigue +3% Phys.save +9 (+3 eff.) ---------- misc Equi/ret +0.08 A hat made of leather. Very stylish. |
radiant steel mail armour of the deep (2 def, 7 armour) =Water Breathe=14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +7 Defense +2 (+2 eff.) Fatigue +12% Resists +6% acid +7% cold +14% darkness +13% blight ---------- misc Light +1 Breathe water A suit of armour made of mail. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
22 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. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
16 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
14 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
24 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent frost salve [power 12] potent frost salve [power 12]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 152] potent healing salve [power 152]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 152 Puts Talent Medical Injector on 15 cooldown Medical salve. |
11 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. |
16 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. |
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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Roguelike)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By enty the Orc Berserker level 18
19th Revenge 124th year of Ascendancy at 23:43 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By enty the Orc Berserker level 14
35th Retaking 124th year of Ascendancy at 01:53 see stats
Level 10 (Roguelike)
Got a character to level 10.By enty the Orc Berserker level 10
22nd Retaking 124th year of Ascendancy at 23:38 see stats
Level 20 (Roguelike)
Got a character to level 20.By enty the Orc Berserker level 20
20th Revenge 124th year of Ascendancy at 23:43 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By enty the Orc Berserker level 21
23rd Revenge 124th year of Ascendancy at 16:03 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By enty the Orc Berserker level 17
47th Retaking 124th year of Ascendancy at 02:24 see stats
Log
Melee retaliation hits Adatta the ritch hunter for 3 to psi, 6 acid, 1 to psi, 3 fire, 3 to psi, 6 acid, 1 to psi, 3 fire (25 total damage).
Adatta the ritch hunter hits enty for 4 nature, 3 mind, 2 darkness, 3 mind, 3 mind, 2 darkness (17 total damage).
You collect a new ingredient: ritch stinger (1).
Adatta the ritch hunter converts some damage to Psi!
Bleeding from Enty hits Larvae bloated ritch mother for 23 physical damage.
Bleeding from Enty hits Adatta the ritch hunter for 3 to psi, 6 physical (9 total damage).
Bleeding from Enty killed Larvae bloated ritch mother!
Enty uses Warshout.
Adatta the ritch hunter shrugs off the effect 'Confused'!
Ritch hive mother wanders around!
Ritch larva wanders around!
Ritch hunter wanders around!
Isludhemira the ritch centipede wanders around!
Ritch hunter wanders around!
Ritch hunter wanders around!
Ritch hive mother wanders around!
Isludhemira the ritch centipede shoves Ritch larva aside.
Enty is not dazed anymore.
Rotting Disease from Ritch hunter hits enty for 8 blight damage.
Isludhemira the ritch centipede is confused and fails to use Mindlash.
Ritch larva is confused and fails to use Attack.
Adatta the ritch hunter stops bleeding.
Adatta the ritch hunter uses Mind Sear.
Isludhemira the ritch centipede's Beyond the Flesh hits enty for 32 physical damage.
Adatta the ritch hunter hits enty for 113 mind damage.
Melee retaliation hits Isludhemira the ritch centipede for (4 to psi shield), 6 acid, 5 fire (11 total damage).
enty the level 24 orc berserker was disembowelled to death by Isludhemira the ritch centipede on level 4 of Ritch Hive.
enty's rage subsides!
Enty no longer revels in blood quite so much.



























































































