Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Last Hope archery training 1.5.3Last Hope basic training in weapon shop. p.s. I was very annoyed with inability of rogues for use of bows or slings. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Poisons Reward 1.5.3Adds the Cunning/Poisons tree as a reward from Assassin Lord for siding with him. Increasing Cunning/Poisons and Cunning/Trapping, if already known. |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 24 / 43% |
| Size | big |
| Lifes / Deaths | Killed by Ckannol the human at level 24 on the 32nd Revenge 124th year of Ascendancy at 05:51 / 1 |
Primary Stats
| Strength | 52 (base 29) |
| Dexterity | 12 (base 10) |
| Constitution | 68 (base 36) |
| Magic | 12 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 50 (base 46) |
Resources
| Life | -2/926 |
| Healing Factor | 1.7855462184874 |
| Regeneration | 12.05243697479 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 19 |
| Crit Chance | 16% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 19 |
| Crit Chance | 15% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 39.335093952971 (53.103448275862%) |
| Defense | 28 |
| Ranged Defense | 30 |
| Fatigue | 38 |
| Physical Save | 47 |
| Spell Save | 25 |
| Mental Save | 25 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 90% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Stun Resistance | 30% |
| Poison Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 60%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Overheat Saws |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | Increases steamsaw damage multiplier by 40%. Continuous Butchery |
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 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. | active |
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'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 | [vs. Xegata (5 def, 4 armour) (On feet)] Xegata (5 def, 4 armour)Xegata (5 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Defense: +5 (+3 eff.) (-) Ranged Defense: +4 (+2 eff.) (-) Fatigue: +3% (-) Changes stats: +2(-) Str / +3(-) Dex / +5(-) Wil Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Light radius: +1 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Spectral Cage (Light source)] Spectral CageSpectral Cage Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20%(-) cold Changes resistances penetration: +10%(-) cold Changes damage: +15%(-) cold Talents cooldown: Chill of the Tomb (-2(-) turns) Spellpower: +10 (+9 eff.) (-) Light radius: +5 (-) It can be used to release a will o' the wisp that will explode against your foes for 175 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | [vs. Quasit's Skull (0 def, 12 armour) (On head)] Quasit's Skull (0 def, 12 armour)Quasit's Skull (0 def, 12 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 (-) Armour Hardiness: +5% (-) Fatigue: +5% (-) Changes stats: +3(-) Con Physical save: +12 (+4 eff.) (-) Stun/Freeze immunity: +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. |
| On hands | [vs. Snow Giant Wraps (0 def, 2 armour) (On hands)] Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 (-) Changes stats: +4(-) Str Changes resistances: +10%(-) lightning / +10%(-) cold Talents granted: +1.00(-) Sand Shredder Knockback immunity: +50% (-) Maximum life: +60.00 (-) It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 133.58 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | [vs. Telekinetic Core (Tool)] Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) (-) Changes stats: +5(-) Wil Changes resistances: +5%(-) physical Changes damage: +6%(-) physical Physical save: +12 (+4 eff.) (-) Mindpower: +3 (+2 eff.) (-) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 48 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | [vs. titan's steel ring (On fingers, 1 of 2)] titan's steel ringtitan's steel ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3(-) Con Physical save: +6 (+2 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. titan's steel ring (On fingers, 1 of 2)] rogue's steel ring of frost (+20%)rogue's steel ring of frost (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun / +0(-3) Con Changes resistances: +20% cold Changes damage: +10% cold Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Sunstone (Around neck)] SunstoneSunstone Powered 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 (+4 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 | [vs. Glorydhema the stralite steamsaw (33-49.5 power, 19 apr) (In main hand, 1 of 2)] Glorydhema the stralite steamsaw (33-49.5 power, 19 apr)Glorydhema the stralite steamsaw (33-49.5 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Base power: 33.0 - 49.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) Block value: +68 (-) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +9 (-) Defense: +8 (+4 eff.) (-) Fatigue: +10% (-) Damage (Melee): 14(-) acid Damage when hit (Melee): 31(-) acid Changes resistances: +9%(-) acid / +11%(-) mind / +5%(-) arcane Talents granted: +2.00(-) Block Spell save: +20 (+15 eff.) (-) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
| Around waist | [vs. hardened leather belt of the vagrant (Around waist)] hardened leather belt of the vagranthardened leather belt of the vagrant Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2(-) Con Mental save: +8 (+4 eff.) (-) Mindpower: +4 (+2 eff.) (-) A belt that goes around your waist. |
| In off hand | [vs. Glorydhema the stralite steamsaw (33-49.5 power, 19 apr) (In main hand, 1 of 2)] Viletooth (20-30 power, 12 apr)Viletooth (20-30 power, 12 apr) Requires: - Strength 20 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Base power: 20.0 - 30.0(-13.0 - -19.5) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 (-7) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) Block value: +40 (-28) On weapon hit: + may infect the target with a random disease Damage conversion: 50% blight Attacks use: 1.0(-) Steam When wielded/worn: Armour: +4 (-5) Defense: +6 (+3 eff.) (-2 (-1 eff.)) Fatigue: +8% (-2%) Damage (Melee): 0(-14) acid Damage when hit (Melee): 0(-31) acid Changes resistances: +0%(-9%) acid / +0%(-11%) mind / +0%(-5%) arcane Talents granted: +1(+-1) Block Spell save: +0 (+0 eff.) (-20 (-15 eff.)) This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. Tap to cycle through comparison choices |
| Cloak | [vs. Yeti-fur Cloak (9 def, 2 armour) (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 (+1 eff.) (-) Armour: +2 (-) Defense: +9 (+5 eff.) (-) Changes resistances: +15%(-) cold Physical save: +10 (+3 eff.) (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | [vs. Iron Mail of Bloodletting (2 def, 4 armour) (Main armor)] Iron Mail of Bloodletting (2 def, 4 armour)Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +12% (-) Changes stats: +2(-) Str / +2(-) Con Changes resistances: +10%(-) acid / +10%(-) fire / +10%(-) darkness / +10%(-) blight Talent masteries: +0.10(-) Technique / Bloodthirst Life regen: +0.50 (-) Healing mod.: +30% (-) Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
healing infusion of the warrior (heal 147) healing infusion of the warrior (heal 147)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. titan's steel ring (On fingers, 1 of 2)] copper ring of nature (+22%)copper ring of nature (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. titan's steel ring (On fingers, 1 of 2)] steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-3) Con Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. titan's steel ring (On fingers, 1 of 2)] steel ring of fire (+20%)steel ring of fire (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-3) Con Changes resistances: +20% fire Changes damage: +10% fire Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Iron Mail of Bloodletting (2 def, 4 armour) (Main armor)] radiant steel mail armour (2 def, 6 armour)radiant steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (+2) Defense: +2 (+1 eff.) (-) Fatigue: +14% (+2%) Damage when hit (Melee): 5 light Changes stats: +0(-2) Str / +2 Wil / +0(-2) Con Changes resistances: +10%(-) blight / +0%(-10%) fire / +15%(+5%) darkness / +0%(-10%) acid Talent mastery: +0.00(-0.10) Technique / Bloodthirst Life regen: +0.00 (-0.50) Light radius: +1 Healing mod.: +0% (-30%) A suit of armour made of mail. |
[vs. Xegata (5 def, 4 armour) (On feet)] miner's pair of iron boots of tirelessness (0 def, 8 armour)miner's pair of iron boots of tirelessness (0 def, 8 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 (+4) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: +2% (-1%) Changes stats: +0(-2) Str / +0(-3) Dex / +0(-5) Wil Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Stamina each turn: +0.40 Maximum stamina: +11.00 Light radius: +0 (-1) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Snow Giant Wraps (0 def, 2 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-2) Changes stats: +0(-4) Str / +4 Wil / +4 Cun Changes resistances: +0%(-10%) lightning / +0%(-10%) cold / +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Talent granted: +0(+-1) Sand Shredder Poison immunity: +20% Knockback immunity: +0% (-50%) Maximum life: +0.00 (-60.00) Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
[vs. Snow Giant Wraps (0 def, 2 armour) (On hands)] storm dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)storm dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +2 (-) Damage (Melee): 10 lightning Changes stats: +0(-4) Str / +3 Dex Changes resistances: +5%(-5%) lightning / +0%(-10%) cold Changes damage: +3% lightning Talent granted: +0(+-1) Sand Shredder Knockback immunity: +0% (-50%) Maximum life: +0.00 (-60.00) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)] Cap of the Undisturbed Mind (-10 def, 0 armour)Cap of the Undisturbed Mind (-10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Armour: +0 (-12) Armour Hardiness: +0% (-5%) Defense: -10 (-5 eff.) Fatigue: +0% (-5%) Changes stats: +0(-3) Con / +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Confusion immunity: +100% Stun/Freeze immunity: +0% (-30%) Spellpower: -10 (-9 eff.) Mindpower: -10 (-5 eff.) 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. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)] Un'fezan's Cap (1 def, 0 armour)Un'fezan's Cap (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Armour: +0 (-12) Armour Hardiness: +0% (-5%) Defense: +1 (+0 eff.) Fatigue: +0% (-5%) Changes stats: +4 Wil / +8 Cun / +0(-3) Con Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Stun/Freeze immunity: +0% (-30%) Spellpower: +8 (+4 eff.) Mindpower: +8 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
5 aquamarine 5 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. |
2 opal 2 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
6 amethyst 6 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald 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. |
2 quartz 2 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. |
[vs. Spectral Cage (Light source)] piercing brass lantern of the zealotpiercing brass lantern of the zealot Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Changes resistances: +0%(-20%) cold / +3% all Changes resistances penetration: +0%(-10%) cold / +6% all Changes damage: +0%(-15%) cold Talent cooldown: Chill of the Tomb ((+0(+2) turn) Spell save: +6 (+3 eff.) Spellpower: +0 (+0 eff.) (-10 (-9 eff.)) Light radius: +3 (-2) 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. |
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), costing 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. |
powerful frost salve [power 15] powerful frost salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (15% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 211] powerful healing salve [power 211]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 211, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 183] powerful pain suppressor salve [power 183]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -183 life and reduces all damage by 18% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
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, costing 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. |
[vs. Telekinetic Core (Tool)] quiet steel torque of thermal psionic shield [power 59] (20 cooldown)quiet steel torque of thermal psionic shield [power 59] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Changes stats: +0(-5) Wil Changes resistances: +0%(-5%) physical Changes damage: +0%(-6%) physical Talent cooldown: Silence (-1 turn) Talent granted: +1 Silence Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 59 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Telekinetic Core (Tool)] Lightbringer's WandLightbringer's Wand Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Damage when hit (Melee): 18 light Changes stats: +0(-5) Wil Changes resistances: +0%(-5%) physical / +12% darkness / +12% light Changes damage: +10% light / +0%(-6%) physical Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +15 (+7 eff.) Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 50 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Dormund the Whitehoof Sawbutcher level 14
1st Revenge 124th year of Ascendancy at 14:42 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Dormund the Whitehoof Sawbutcher level 11
31st Retaking 124th year of Ascendancy at 17:24 see stats
Level 10 (Roguelike)
Got a character to level 10.By Dormund the Whitehoof Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 08:42 see stats
Level 20 (Roguelike)
Got a character to level 20.By Dormund the Whitehoof Sawbutcher level 20
25th Revenge 124th year of Ascendancy at 18:43 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Dormund the Whitehoof Sawbutcher level 23
29th Revenge 124th year of Ascendancy at 20:58 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Dormund the Whitehoof Sawbutcher level 14
1st Revenge 124th year of Ascendancy at 12:18 see stats
True Savior (Roguelike)
Freed all the Orc Prides without killing a single mind-controlled orc.By Dormund the Whitehoof Sawbutcher level 23
29th Revenge 124th year of Ascendancy at 20:58 see stats
Log
Ckannol the human casts Sun Ray.
Ckannol the human's spell attains critical power!
Brakianl the human resists the blinding light!
Dormund shrugs off the effect 'Blinded'!
Ckannol the human hits Dormund for 217 light damage.
Dormund receives 465 healing.
Shield of Light hits Ckannol the human for 11 healing, 11 healing (0 total damage) [21 healing].
Ckannol the human receives 79 healing.
Shield of Light hits Brakianl the human for 8 healing, 8 healing (0 total damage) [15 healing].
Bleeding from Dormund hits Brakianl the human for 17 physical damage.
Bleeding from Dormund hits Ckannol the human for (25 turned into osmosis), 25 physical (25 total damage).
Burning from Dormund hits Brakianl the human for 10 fire damage.
Burning from Dormund hits Ckannol the human for (23 turned into osmosis), 23 fire (23 total damage).
Brakianl the human casts Air Strike.
Dormund is silenced!
Brakianl the human activates Air Stance.
Brakianl the human deactivates Water Stance.
Niainle the human casts Sun Ray.
Brakianl the human resists the blinding light!
Dormund shrugs off the effect 'Blinded'!
Ckannol the human resists the blinding light!
Dormund hits Brakianl the human for 31 acid, 31 acid (62 total damage).
Niainle the human hits Dormund for 119 light damage.
Brakianl the human hits Dormund for 90 physical, 26 light, 3 fire, 89 lightning (208 total damage).
Water Stance hits Brakianl the human for 3 healing, 3 healing (0 total damage) [6 healing].
Spellsword Combat hits Dormund for 33 cold, 25 cold (58 total damage).
Shield of Light hits Dormund for 16 light, 16 light, 9 fire, 35 light, 4 fire (80 total damage).
Shield of Light hits Brakianl the human for 8 healing, 8 healing (0 total damage) [15 healing].
Saving game...
