















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Female |
| Race | Whitehoof |
| Class | Annihilator |
| Level / Exp | 40 / 74% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 74 (base 30) |
| Dexterity | 93 (base 60) |
| Constitution | 26 (base 19) |
| Magic | 25 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 87 (base 60) |
Resources
| Life | 1058/1058 |
| Positive | 147/147 |
| Psi | 110/110 |
| Steam | 130/130 |
| Healing Factor | 1.1316586254954 |
| Regeneration | 10.467842285833 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +100% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 44 |
| See Invisible | 44 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 65 |
| Crit Chance | 41% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +48% |
| Nature | +62% |
| Blight | +53% |
| Acid | +53% |
| Fire | +81% |
| All | +33% |
Offense: Damage Penetration
| Nature | +5% |
| Acid | +25% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 86.139431127222 (93.292586063405%) |
| Defense | 61 |
| Ranged Defense | 66 |
| Fatigue | 38 |
| Physical Save | 53 |
| Spell Save | 29 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 16%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 24%( 70%) |
| Mind | + 66%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 78% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 70% |
| Bleed Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 43% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Dexterity stat. |
| 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 145% efficiency and cooldown mod of 69%. Its effects scale with your Cunning stat. |
| 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 98% efficiency and cooldown mod of 51%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Miasma Engine |
| talent | Steam Powered Armour |
| talent | Exoskeleton |
| talent | Chemical Grenade |
| talent | Rocket Pod |
| talent | Chant of Resistance |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | You have 5 charges. Death Momentum |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 27% and triggers a radius 5 conal explosion dealing 35% steamgun damage. 3 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 |
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. * You have disposed of Kaltor, the loot is yours! | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. | 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 | Steam Powered Boots (8 def, 15 armour) 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +100% other ------- Talents +4 Rocket Boots Generate 7 steam each time you walk. Boots. But with steam power! This item has been sent to the Item's Vault. |
| Quiver | deadly pouch of stralite shots of erosion (22/22, 48-58 power, 5 apr) 3.0 Encumbrance T4 shot ammo [Ego] Nature/Master Weapon Damage 48.0 - 57.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 22 On-ranged-hit +10 nature While equipped: other ------- Talents +2 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +5 Str +10 Cun +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Mind save +15 (+5 eff.) Blind Resist +100% A Helmet. But with steam power! This item has been sent to the Item's Vault. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +100% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! This item has been sent to the Item's Vault. |
| Tool | Araba the ash totem of summon tentacle [power 170] (25 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: defense ------ Resistance +15% temporal Crit Resistance 10.00% Unlife -80.00 life Life +40.00 Poison Resist +20% Stun Resist +20% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 448 Base Damage: 202 Armor: 13 All Resist: 6 Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Kindlebender the voratun ring =42hp / 50stun / lite+fire=0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +9% nature +18% fire Ignore resists +5% nature +10% light defense ------ Resistance +20% light +36% fire Life +42.00 Life Regen +9.00 Disarm Resist +28% Pinning Resist +38% Stun Resist +50% Knockbk Resist +43% Rings make your fingers look great! This item has been sent to the Item's Vault. |
| On fingers | Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+4 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 4.2 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. This item has been sent to the Item's Vault. |
| Around neck | Arcobeisance the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +15% lightning Ignore resists +25% acid defense ------ Defense +20 (+5 eff.) Resistance +22% mind +5% arcane +9% nature Silence Resist +20% Confus Resist +38% Amulets make your neck look great! |
| In main hand | Overburst 4.0 Encumbrance T4 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +40 Critical Rate +20.0% Attack Speed 100% Damage Multiplier 120% Range +7 Projectile Speed +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" This item has been sent to the Item's Vault. |
| Around waist | Emblem of Evasion |
| In off hand | shocking dwarven-steel shield of resilience (0 def, 6 armour, 33-40 power, 75 block)7.0 Encumbrance T3 shield armor [Ego] Nature When used to Attack: Weapon Damage 33.0 - 39.6 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +75 While equipped: offense ------ On-Hit 16 lightning When Hit 5 lightning defense ------ Armor +6 Fatigue +8% Life +58.00 other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Cloth of Dreams (10 def, 0 armour) =SLEEP=2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+2 eff.) Resistance +0% lightning +15% fire +15% mind +15% light Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 5.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 55 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. This item has been sent to the Item's Vault. |
| Main armor | Steam Powered Armour (23 def, 25 armour) 22.0 Encumbrance T5 massive armor [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +9 Str +6 Dex offense ------ Physical Power +22 (+6 eff.) Steampower +22 (+6 eff.) defense ------ Armor +25 Defense +23 (+6 eff.) Fatigue +12% Resistance +25% lightning +40% acid Physical save +55 (+16 eff.) Stun Resist +50% other ------- Max steam +15.00 Talents +5 Steam Powered Armour Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. This item has been sent to the Item's Vault. |
Inventory
schematic: Acid Groove0.1 Encumbrance 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: Deflection Field0.1 Encumbrance 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: Fiery Salve0.1 Encumbrance 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 Encumbrance 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: Frost Salve0.1 Encumbrance 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 Encumbrance 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: Razor Edge0.1 Encumbrance 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. |
2 schematic: Rustproof Coating0.1 Encumbrance 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 Projector0.1 Encumbrance 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. |
2 schematic: Thunderclap Coating0.1 Encumbrance 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: Voltaic Shell0.1 Encumbrance 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. |
wanderer's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Aerolrana the Blastbane =6con=0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Dex +6 Con offense ------ Damage +21% acid +12% lightning When Hit 6 lightning defense ------ Spell save +12 (+6 eff.) other ------- Max stamina +16.00 Light +3 Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +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. |
steel ring 'Grineyavor'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +5 Cun offense ------ Physical Crit +4.0% Damage +3% physical +12% fire defense ------ Resistance +24% fire Unlife -80.00 life other ------- Stamina/turn +3.00 Rings make your fingers look great! |
Perseverance (31-43 power, 9 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Wil 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +12.0% Attack Speed 100% On-hit +15 manaburn arcane On Critical: * restore 7 stamina and equilibrium While equipped: defense ------ Spell save +18 (+9 eff.) Confus Resist +30% Stun Resist +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Brilliant Auto-loading Orc Expeller4.0 Encumbrance T3 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Against +15% Humanoid +15% Giant other ------- Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
stralite steamgun of true flight4.0 Encumbrance T4 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +7.0% Accuracy +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Ce'Nidaba the Scorchstalker1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +12% lightning Ignore resists +25% fire When Hit 6 cold defense ------ Resistance +18% lightning +15% fire +15% cold Life +51.00 A belt that goes around your waist. |
cashmere cloak 'Bogjustice' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +17% darkness Ignore resists +15% acid +9% darkness +5% nature On-Hit (Melee): * 20% chance to reduce armor by 23% defense ------ Defense +2 (+0 eff.) Resistance +0% lightning +2% physical +16% darkness Physical save +6 (+2 eff.) Mind save +12 (+4 eff.) Stealth +16 Life +40.00 Disarm Resist +10% Confus Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazethorn (0 def, 0 armour) =8con=2.0 Encumbrance T3 cloth armor [Random Unique] Nature While equipped: Stats +2 Mag +8 Con offense ------ Spell Crit +3% Spellpower +5 (+3 eff.) Damage +38% nature +6% light defense ------ Resistance +22% nature +11% all Poison Resist +55% Disease Resist +55% other ------- Vim-on-crit +1.00 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+12 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 2.5 Power cost 50 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
dreamer's elven-silk robe of life (0 def, 0 armour) =SLEEP=2.0 Encumbrance T5 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +9% blight +12% darkness +14% mind +15% all Physical save +18 (+6 eff.) Spell save +10 (+5 eff.) Mind save +27 (+9 eff.) Life +65.00 Life Regen +4.00 Healmod +17% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+3 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Beodor (25 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Dex defense ------ Armor +3 Defense +25 (+6 eff.) Fatigue +3% Resistance +11% acid +2% physical +6% light +9% fire +11% cold +6% nature +26% lightning Life +100.00 other ------- Max hate +4.00 A hat made of leather. Very stylish. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +0 Cun +4 Wil offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-7 eff.) Mindpower -10 (-4 eff.) defense ------ Defense -10 (-3 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Gorokan the Kindleblast (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +15 Mag +2 Cun +3 Con defense ------ Armor +3 Fatigue +3% other ------- Stamina when Hit +1.70 EQ when Hit +1.90 Light +3 See Invisibility +9 A hat made of leather. Very stylish. |
Visage of Nektosh (4 def, 8 armour)3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +10% darkness other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Boltglory (9 def, 6 armour) =80hp-/20stun/15phase/21r=9.0 Encumbrance T3 light armor [Rare] Master While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +6% acid +9% physical +6% lightning Physical save +19 (+7 eff.) Unlife -80.00 life Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour)9.0 Encumbrance T5 light armor [Unique] Nature/Disrupt While equipped: offense ------ Mindpower +10 (+3 eff.) defense ------ Armor +10 Defense +10 (+2 eff.) Fatigue +20% Resistance +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell save +20 (+10 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Medical Urgency Vest (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Steamtech While equipped: defense ------ Armor +7 Defense +6 (+1 eff.) Fatigue +7% Physical save +15 (+5 eff.) other ------- Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
345 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance 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. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns) =HAKKU=3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Yeti's Muscle Tissue (Astral)1.0 Encumbrance muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
great pain suppressor salve [power 236] great pain suppressor salve [power 236]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 98% efficiency and 51% cooldown modifier. Let you fight up to -236 life and reduces all damage by 23% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 17] powerful fiery salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 98% efficiency and 51% cooldown modifier. Remove 2 magical effects and grants a fiery aura (17% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 98% efficiency and 51% cooldown modifier. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 98% efficiency and 51% cooldown modifier. Remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 98% efficiency and 51% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 140] simple healing salve [power 140]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 98% efficiency and 51% cooldown modifier. Heal 140 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Manidekhad the Tundrapanic (19/19, 32-38 power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Nature Weapon Damage 31.5 - 37.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +31 nature +20 cold On-Hit, radius 1 +8 nature On-crit, radius 2 +20 cold While equipped: Shots are used with slings to pummel your foes to death. |
Spider's Fangs (16/20, 22-26 power, 8 apr)3.0 Encumbrance T4 shot ammo [Unique] Nature/Steamtech Weapon Damage 22.0 - 26.4 Nature Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
perfect head lamp0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +25 (+6 eff.) other ------- Light +7 Tinkers can be attached to normal items to improve them with steam power! |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
stralite torque of mindblast 'Beyrim' [power 370] (15 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: Stats +4 Dex offense ------ Critical power +20.00% Damage +6% temporal Accuracy +25 (+6 eff.) defense ------ Defense +25 (+6 eff.) Resistance +7% physical Blast the opponent's mind dealing 492 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of clear mind [power 1] (30 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 30 turn cooldown Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% 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 Anni halajaa... the Whitehoof Annihilator level 14
30th Revenge 124th year of Ascendancy at 09:03 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Anni halajaa... the Whitehoof Annihilator level 12
37th Retaking 124th year of Ascendancy at 07:41 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Anni halajaa... the Whitehoof Annihilator level 31
31st Loss 124th year of Ascendancy at 07:55 see stats
I did not want that! (Insane (Roguelike) difficulty)
Tricked Nektosh into killing one of his own people.By Anni halajaa... the Whitehoof Annihilator level 34
9th Destruction 124th year of Ascendancy at 05:37 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Anni halajaa... the Whitehoof Annihilator level 10
19th Retaking 124th year of Ascendancy at 04:20 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Anni halajaa... the Whitehoof Annihilator level 20
50th Pain 124th year of Ascendancy at 19:28 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Anni halajaa... the Whitehoof Annihilator level 30
18th Loss 124th year of Ascendancy at 05:56 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Anni halajaa... the Whitehoof Annihilator level 40
51st Destruction 124th year of Ascendancy at 06:16 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Anni halajaa... the Whitehoof Annihilator level 38
25th Destruction 124th year of Ascendancy at 11:33 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Anni halajaa... the Whitehoof Annihilator level 35
14th Destruction 124th year of Ascendancy at 22:59 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Anni halajaa... the Whitehoof Annihilator level 25
7th Loss 124th year of Ascendancy at 14:59 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Anni halajaa... the Whitehoof Annihilator level 23
31st Dearth 124th year of Ascendancy at 22:40 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Anni halajaa... the Whitehoof Annihilator level 17
45th Revenge 124th year of Ascendancy at 06:23 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Anni halajaa... the Whitehoof Annihilator level 35
14th Destruction 124th year of Ascendancy at 22:30 see stats
Log
You gain 1.52 gold from the melting of movement infusion (speed 470%; cd 10).
You gain 1.50 gold from the melting of steam generator implant (steam 4).
There is a Huge door to Kaltor's Shop here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 8th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Saving done.
Today is the 9th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:51.
There is a Entrance to the Sunwall Outpost here (press '' or right click to use).
Today is the 10th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:11.
Talent Hypervision Goggles is ready to use.
Today is the 11st Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
Ran for 5 turns (stop reason: hostile spotted to the east (Sun Paladins patrol)).
Today is the 12nd Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:26.
Today is the 13rd Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:46.
Today is the 14th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
There is a Gates of Morning (Town) here (press '' or right click to use).
Today is the 15th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.























































































































