Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Auto-Transmo Gems 1.7.0Adds 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. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
Interracial Masquerade 1.5.5Change the graphics of your characters, from one race to another! This change is purely cosmetic and doesn't affect stats or abilities. Choose your masquerades in Game Options/Masquerade Changelog
Originally inspired by Stuntofthelitter's "Look Like Shalore" addons. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.6Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Nekarcos's Quality of Life 04: Healing Reduction 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. 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.
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Male |
Race | Orc |
Class | Annihilator |
Level / Exp | 32 / 99% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 20 (base 12) |
Dexterity | 71 (base 60) |
Constitution | 27 (base 10) |
Magic | 20 (base 10) |
Willpower | 26 (base 13) |
Cunning | 116.6 (base 60) |
Resources
Life | 733/733 |
Steam | 115/115 |
Healing Factor | 1.2586945338482 |
Regeneration | 19.195091641186 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 2 |
See Stealth | 33 |
See Invisible | 29 |
Offense: Mainhand
Damage | 71 |
Accuracy | 63 |
Crit Chance | 42% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 20 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +25% |
Mind | +27% |
All | 0% |
Lightning | +25% |
Light | +28% |
Physical | +19% |
Cold | +25% |
Fire | +35% |
Nature | +12% |
Offense: Damage Penetration
Lightning | +46% |
Nature | +12% |
Fire | +32% |
Cold | +45% |
Arcane | +32% |
Mind | +32% |
All | +7% |
Defense: Base
Armour (hardiness) | 44 (73.292302510663%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 23 |
Mental Save | 38 |
Defense: Resistances
Arcane | + 20%( 70%) |
Mind | + 21%( 70%) |
All | + 16%( 70%) |
Lightning | + 22%( 70%) |
Temporal | + 24%( 70%) |
Physical | + 19%( 70%) |
Cold | + 54%( 70%) |
Darkness | + 27%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Confusion Resistance | 30% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 32 steam. |
Implants | Effective talent level: 2.5 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 2.5 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 100% efficiency and cooldown mod of 100%. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 202 damage for 3 turns. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Steamtech / Heavy weapons | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Orc | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Exoskeleton |
talent | Chemical Grenade |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
beneficial effect | Inspired by a recent kill increasing all resistance by 7%. Orcish Triumph |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 41% and triggers a radius 8 conal explosion dealing 35% steamgun damage. 2 stacks remaining. Reactive Armor |
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 | Lelutozilandil (0 def, 3 armour) Lelutozilandil (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +3 Changes stats: +2 Dex / +2 Wil Changes resistances: +8% lightning / +10% temporal / +4% physical Talent granted: +2 Rocket Boots Stamina each turn: +3.00 A pair of boots made of leather. |
Quiver | Hathyrogar (20/22, 48-58 power, 5 apr) Hathyrogar (20/22, 48-58 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 48.0 - 57.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage * 20% chance to knock the target back 3 spaces and deal 166 physical damage Damage (Ranged): +20 blight / +21 physical When wielded/worn: Talent granted: +2 Flare Shell Shots are used with slings to pummel your foes to death. |
Light source | brass lantern brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +8% light Light radius: +5 See stealth: +4 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 | Helm of the Dwarven Emperors (0 def, 7 armour) Helm of the Dwarven Emperors (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +5 Mag / +4 Wil / +5 Cun Changes resistances: +10% darkness Changes damage: +10% light Mental save: +7 (+3 eff.) Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | Bilebait (0 def, 8 armour) Bilebait (0 def, 8 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Fatigue: +3% Effects on melee hit: * 10% chance to reduce armor by 22% Damage (Melee): 11 physical Changes resistances penetration: +10% mind / +5% nature Changes damage: +5% physical / +12% nature / +21% mind Talent granted: +1 Sand Shredder When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +8 physical Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Korbek's Spyglass Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +6 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +6 Str / +6 Dex / +7 Cun / +7 Con Changes resistances: +3% darkness / +6% mind Changes resistances penetration: +15% mind Changes damage: +6% mind Life regen: +13.00 Maximum life: +55.00 Healing mod.: +12% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around neck | Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each 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 | Arorialaith the steel steamgun Arorialaith the steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 On weapon hit: * splashes acid on your target dealing 53 damage and reducing their armor Travel speed: +600% Damage (radius 2) on crit: +22 lightning / +5 cold Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Dex / +3 Wil / +9 Con Changes resistances: +5% arcane Changes resistances penetration: +14% lightning / +13% cold Changes damage: +14% physical Talent mastery: +0.20 Wild-gift / Fungus Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Movement speed: +20% It can be used to regenerate 122 life over 5 turns Activation puts all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Band of Protection Band of ProtectionPowered by arcane forces Powered by steamtech 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun Physical save: +11 (+3 eff.) Spell save: +11 (+6 eff.) Steampower: +5 (+1 eff.) It can be used to generate a personal shield that absorbs up to 313 damage and damages attackers striking the wearer for 53 fire damage while it lasts (based on Cunning) Activation costs 24 power out of 24/24. This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
In off hand | steel shield 'Woeparry' (0 def, 11 armour, 10-12 power, 39.5 block) steel shield 'Woeparry' (0 def, 11 armour, 10-12 power, 39.5 block)Requires: - Shield usage training - Cunning 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (Melee): +10 cold When wielded/worn: Armour: +11 Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage (Melee): 6 lightning Damage when hit (Melee): 3 lightning On shield block: * Deals 142 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) * Cause enemies within radius 6 to bleed for 185 physical damage over 5 turns (1/turn) Changes stats: +3 Wil Changes resistances: +11% cold Talent granted: +1 Block Life regen: +2.00 Handheld deflection devices. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +10% nature / +25% cold Physical save: +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | The Untouchable (14 def, 13 armour) The Untouchable (14 def, 13 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +13 Armour Hardiness: +20% Defense: +14 (+5 eff.) Fatigue: +5% Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
This item will automatically be transmogrified when you leave the level. Glowwhisper the stralite mace (48-68 power, 5 apr)Glowwhisper the stralite mace (48-68 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 48.5 - 67.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +9% mind Changes resistances penetration: +5% light Changes damage: +9% acid / +15% light / +12% mind Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather belt of transcendenceinsulating hardened leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% fire / +7% cold Physical save: +6 (+2 eff.) Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 aquamarine 11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 opal 18 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
12 topaz 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 onyx 10 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
13 lapis lazuli 13 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 emerald 13 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 garnet 11 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 quartz 12 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
152 alchemist agate 152 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
potent fiery salve [power 15] potent fiery salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (15% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent healing salve [power 191] potent healing salve [power 191]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 191 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent pain suppressor salve [power 164] potent pain suppressor salve [power 164]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -164 life and reduces all damage by 16% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
potent water salve [power 15] potent water salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (15% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
iron pickaxe (dig speed 37 turns) iron pickaxe (dig speed 37 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Achievements
By Chaminarifast the Orc Annihilator level 13
29th Retaking 124th year of Ascendancy at 23:53 see stats
By Chaminarifast the Orc Annihilator level 29
23rd Revenge 124th year of Ascendancy at 08:08 see stats
By Chaminarifast the Orc Annihilator level 28
22nd Revenge 124th year of Ascendancy at 20:59 see stats
By Chaminarifast the Orc Annihilator level 10
23rd Retaking 124th year of Ascendancy at 12:10 see stats
By Chaminarifast the Orc Annihilator level 20
48th Retaking 124th year of Ascendancy at 10:05 see stats
By Chaminarifast the Orc Annihilator level 30
38th Revenge 124th year of Ascendancy at 17:32 see stats
By Chaminarifast the Orc Annihilator level 32
40th Revenge 124th year of Ascendancy at 01:22 see stats
By Chaminarifast the Orc Annihilator level 15
36th Retaking 124th year of Ascendancy at 20:13 see stats
Log
Sunwall archer shoots!
Chaminarifast is no longer inspired.
Ran for 2 turns (stop reason: hostile spotted to the northwest (sunwall archer)).
Ran for 1 turns (stop reason: taken damage).
Sunwall archer's Shoot hits Chaminarifast for (29 reactive armor), (21 exoskeleton), 21 physical (21 total damage).
Sunwall archer shoots!
Chaminarifast's Reactive Armor performs a ranged critical strike against Sunwall archer!
Chaminarifast's tinker attains critical power!
Sunwall archer is corroded.
Chaminarifast's Reactive Armor hits Sunwall archer for 23 fire, 24 cold, 24 lightning, 24 arcane, 6 fire, 6 cold, 6 lightning, 6 arcane, 6 fire, 7 cold, 7 lightning, 7 arcane, 7 fire, 7 cold, 7 lightning, 7 arcane, 1 fire, 2 cold, 2 lightning, 2 arcane, 24 fire, 26 cold, 26 lightning, 26 arcane, 9 fire, 9 cold, 9 lightning, 9 arcane (317 total damage).
Sunwall archer's Shoot misses Chaminarifast.
Sunwall archer shoots!
Ran for 2 turns (stop reason: hostile spotted to the northwest (sunwall archer)).
Chaminarifast shoots!
Sunwall archer's Shoot misses Chaminarifast.
Chaminarifast's tinker attains critical power!
Chaminarifast's Shoot hits Sunwall archer for 41 fire, 43 cold, 43 lightning, 43 arcane, 6 fire, 6 cold, 6 lightning, 6 arcane, 6 fire, 7 cold, 7 lightning, 7 arcane, 24 fire, 26 cold, 26 lightning, 26 arcane (320 total damage).
Sunwall archer shoots!
Sunwall archer's Shoot misses mecharachnid (servant of Chaminarifast).
Chaminarifast shoots!
Talent Reactive Armor is ready to use.
Chaminarifast roars triumphantly.
Chaminarifast's Shoot hits Sunwall archer for 47 fire, 50 cold (97 total damage).
Chaminarifast's Shoot killed Sunwall archer!