









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release 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 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:
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 | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Swordsmaster |
| Level / Exp | 21 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by Ematha the whitehoof ghoul at level 21 on the 8th Revenge 124th year of Ascendancy at 15:47 / 1 |
Primary Stats
| Strength | 20 (base 15) |
| Dexterity | 60 (base 50) |
| Constitution | 24 (base 10) |
| Magic | 12 (base 13) |
| Willpower | 15 (base 10) |
| Cunning | 47 (base 34) |
Resources
| Life | -164/748 |
| Stamina | 172/192 |
| Steam | 100/100 |
| Healing Factor | 1.2172674059366 |
| Regeneration | 11.982626419374 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +85.143189047923% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 56 |
| Crit Chance | 16% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Acid | +9% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| All | +10% |
Defense: Base
| Armour (hardiness) | 23 (43.594633868923%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 10 |
| Mental Save | 21 |
Defense: Resistances
| Darkness | + 6%( 70%) |
| All | 0%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 25%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 17% for 3 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 472% 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 Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Intrepid | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Fencing | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Swordsmanship | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Two-handed bladework | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Footwork | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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. | 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 | scholar's pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +5 (+4 eff.) Mov.spd +25% ----- def ----- Armour +3 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +43.00 Heal.mod +10% ---------- misc 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. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | ash totem of healing [power 194] (14/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con 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 4 tidal wave that expands slowly over 7 turns, dealing 10.12 cold and 8.80 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +3 Dex +4 Cun +5 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +11 Infravis +3 A belt that goes around your waist. |
| In main hand | hateful dwarven-steel greatsword of shearing (145% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master/Psionic Power 146% Range: 1.6x Uses 120% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 darkness Against +14% Living While equipped: dps ---------- Res.pen +10% all Acc +14 (+3 eff.) Apr +12 Massive two-handed swords. |
| On hands | Belethra the Darkhunt (0 def, 2 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Dmg.mod +9% acid +6% darkness Melee Ret 10 acid ----- def ----- Armour +2 Resists +6% darkness Phys.save +7 (+3 eff.) ---------- misc Light +2 Talents +1 Sand Shredder Cooldown Double Strike -1 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. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
| Cloak | resilient kruk cloak of Eldoral (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Max.HP +31.00 A stylish kruk-style cloak, to look awesome. |
| Around neck | warrior's gold amulet of cunning (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Inventory
medical injector implant of the duelist (efficiency 143% / cooldown 54%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 143% efficiency and cooldown mod of 54%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.9 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the duelist (die at -566; dur 6; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd 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 6 turns. While Heroism is active, you will only die when reaching -566 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1256 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 18%; physical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, light, cold, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 3 light, 4 cold, 3 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Grounding Strap0.1 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: Mental Stimulator0.1 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: Saw Shell0.1 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: Silver Filigree0.1 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. |
insulating steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% fire +10% cold Amulets make your neck look great! |
steel amulet of manastreaming =1mag=0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.14 Max.mana +21.00 Amulets make your neck look great! |
Belaldir the Shockraider (102% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 102% Range: 1.3x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% lightning +12% acid Res.pen +5% acid Acc +7 (+2 eff.) Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Defense +7 (+2 eff.) Resists +12% lightning +3% acid Disarm- +28% Sharp, short and deadly. |
steel dagger of crippling (107% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 107% Range: 1.3x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
dwarven-steel greatsword of enduring (142% power, 2 apr) =7con=3.0 T3 greatsword 2H weapon [Ego+] Nature Power 142% Range: 1.6x Uses 120% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Con +10 Wil ----- def ----- Max.HP +14.00 Massive two-handed swords. |
balanced steel waraxe of persecution (103% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt/Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Against +8% Unnatural While equipped: Stats +2 Wil dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +24% One-handed war axes. |
rough leather belt of the vagrant1.0 T1 belt armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Sepsishue the elven-silk robe (0 def, 0 armour) =6mag=2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +4 (+3 eff.) Dmg.mod +13% lightning +22% physical +6% nature +15% cold +24% arcane +26% temporal Res.pen +15% arcane ----- def ----- Resists +11% lightning +26% temporal +7% cold +5% arcane +15% all Spell.save +25 (+17 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psychic's hardened leather gloves of magic (+4) (0 def, 2 armour) =4mag=1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Melee+ 7 mind Dmg.mod +5% arcane +3% mind ----- def ----- Armour +2 Resists +7% 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. |
Helm of the Dwarven Emperors (0 def, 6 armour) =4mag=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
2 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. |
4 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. |
4 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. |
miner's voratun pickaxe (dig speed 17 turns)3.0 T5 digger tool [Ego] Master While equipped: Stats +3 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 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. |
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. |
cleansing ash totem of stinging [power 194] (14/15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 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 Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Ur'Gohk the Orc Swordsmaster level 11
17th Retaking 124th year of Ascendancy at 01:03 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Ur'Gohk the Orc Swordsmaster level 14
24th Retaking 124th year of Ascendancy at 13:37 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ur'Gohk the Orc Swordsmaster level 10
15th Retaking 124th year of Ascendancy at 00:34 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ur'Gohk the Orc Swordsmaster level 20
43rd Retaking 124th year of Ascendancy at 02:00 see stats
Log
Ematha the whitehoof ghoul casts Rune: Acid Wave.
Ur'Gohk is disarmed!
Ematha the whitehoof ghoul hits Ur'Gohk for 96 acid damage.
Ematha the whitehoof ghoul uses Thought Sense.
Ematha the whitehoof ghoul uses Transcendent Electrokinesis.
Ematha the whitehoof ghoul uses Frenzied Focus.
Ematha the whitehoof ghoul enters a frenzy!
Ur'Gohk is recovering from the damage!
Ur'Gohk rearms.
Melee retaliation hits Ematha the whitehoof ghoul for (4 to psi shield), (6 flat reduction), 0 acid (0 total damage).
Ematha the whitehoof ghoul's Beyond the Flesh hits Ur'Gohk for 185 physical, 30 physical, 33 lightning, 84 lightning (333 total damage).
Ur'Gohk rushes out!
You can only rush to a creature.
Ur'Gohk activates his ash totem of healing!
Ur'Gohk receives 236 healing.
Ematha the whitehoof ghoul's Beyond the Flesh performs a melee critical strike against Ur'Gohk!
Ematha the whitehoof ghoul deactivates Charged Aura.
Melee retaliation hits Ematha the whitehoof ghoul for (4 to psi shield), (6 flat reduction), 0 acid (0 total damage).
Ematha the whitehoof ghoul hits Ur'Gohk for 315 lightning damage.
Ematha the whitehoof ghoul's Beyond the Flesh hits Ur'Gohk for 286 physical, 30 physical, 33 lightning, 42 lightning (391 total damage).
Ur'Gohk uses Orcish Fury.
Ur'Gohk enters a state of bloodlust.
Ematha the whitehoof ghoul activates Thermal Aura.
Ematha the whitehoof ghoul deactivates Thermal Aura.
Ematha the whitehoof ghoul hits Ur'Gohk for 80 fire damage.
Ur'Gohk the level 21 orc swordsmaster was flamed to death by Ematha the whitehoof ghoul on level 2 of Krimbul Territory.


















































































