















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! 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.
Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 | Madness Semi-Roguelike (szechuan) |
Sex | Female |
Race | Orc |
Class | Annihilator |
Level / Exp | 12 / 51% |
Size | medium |
Lifes / Deaths | Killed by High Guard Talosis at level 12 on the 23rd Retaking 124th year of Ascendancy at 22:10 / 1 |
Primary Stats
Strength | 17 (base 12) |
Dexterity | 24 (base 20) |
Constitution | 27 (base 21) |
Magic | 11 (base 10) |
Willpower | 11 (base 10) |
Cunning | 39 (base 32) |
Resources
Life | -1/412 |
Steam | 65/100 |
Healing Factor | 1.1386945338482 |
Regeneration | 2.5620627011585 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 21 |
Accuracy | 38 |
Crit Chance | 17% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 27.522593642275 (62.32946707186%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 16 |
Physical Save | 23 |
Spell Save | 7 |
Mental Save | 17 |
Defense: Resistances
Lightning | + 16%( 70%) |
Nature | + 5%( 70%) |
Fire | + 27%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Inscriptions (3/3)
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 6.5 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 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 5.7 steam per turn. Can be activated for an instant burst of 28 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 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Demolition | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Gadgets | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You must assault the Vaporous Emporium to crush the morale of the Atmos tribe! * You have explored the yeti cave and vanquished the Yeti Patriarch. | 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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 1/8 yetis. | active |
Equipment
On feet | ![]() traveler's pair of rough leather boots (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 (-) Fatigue: -5% (-) Maximum encumbrance: +24 (-) Physical save: +7 (+4 eff.) (-) A pair of boots made of leather. |
Quiver | ![]() arcing pouch of steel shots (10/17, 20-24 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +4.5% (-) Capacity: 17 (-) On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() rough leather hat of trickery (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 (-) Armour: +2 (-) Fatigue: +1% (-) Changes stats: +3(-) Cun / +3(-) Dex A hat made of leather. Very stylish. |
On hands | ![]() naturalist's hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Damage (Melee): 6(-) nature Changes resistances: +5%(-) nature Changes damage: +6%(-) nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() supercharged steel torque of clear mind [power 2] (33 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 33 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() rogue's copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Changes stats: +3(-) Cun Stun/Freeze immunity: +20% (-) Life regen: +2.00 (-) Rings make your fingers look great! |
Around neck | ![]() insulating copper amulet of magic (+2) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Mag Changes resistances: +11%(-) fire / +12%(-) cold Amulets make your neck look great! |
In main hand | ![]() Talosis' Counterpoint Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 (-) Attack speed: 100% (-) Firing range: +8 (-) Travel speed: +600% (-) Damage (Ranged): +15(-) physical Damage (radius 1) on hit: +14(-) 20% chance of physical repulsion Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +5 (+3 eff.) (-) Physical crit. chance: +4.0% (-) Changes stats: +3(-) Con Talents granted: +3.00(-) Ceasefire It's said that Talosis never lost an argument. Now you know why. Tap to cycle through comparison choices |
Around waist | ![]() blurring rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) (-) Stealth bonus: +5 (-) A belt that goes around your waist. |
In off hand | ![]() reinforced iron shield of fire resistance (+16%) (0 def, 4 armour, 10-12 power, 40.5 block) Requires: - Shield usage training - Cunning 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 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: +2.5% (-) Block value: +40 (-) When wielded/worn: Armour: +4 (-) Fatigue: +8% (-) Changes resistances: +16%(-) fire Talents granted: +1.00(-) Block Handheld deflection devices. |
Cloak | ![]() linen cloak of Iron Throne (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes stats: +3(-) Str / +2(-) Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() impenetrable iron mail armour of lightning resistance (3 def, 12 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +12 (-) Defense: +3 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +16%(-) lightning A suit of armour made of mail. |
Inventory
![]() movement infusion (speed 501%; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 501% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() blink rune of the duelist (range 4; phase 14; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() schematic: Spike Attachment Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() This item will automatically be transmogrified when you leave the level. arcing steel longsword (17-24 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.5 - 24.5(+17.5 - +24.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-7) Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-8) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 15 damage Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Damage (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-3 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Sharp, long, and deadly. |
![]() This item will automatically be transmogrified when you leave the level. steel mace (14-19 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6(+14.0 - +19.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-7) Crit. chance: +1.0% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Damage (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-3 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. steel mace of vileness (13-18 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9(+13.5 - +18.9) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-7) Crit. chance: +1.0% Attack speed: 100% (-) Firing range: +0 (-8) On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 6 Travel speed: +0% (-600%) Damage (Melee): +5 blight Damage (Ranged): +0(-15) physical Damage (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-3 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. balanced steel waraxe of erosion (12-17 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5(+12.5 - +17.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-7) Crit. chance: +4.0% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Melee): +5 nature Damage (Ranged): +0(-15) physical Damage (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +6 (+3 eff.) (+1 (+0 eff.)) Physical crit. chance: +0.0% (-4.0%) Defense: +6 (+3 eff.) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Disarm immunity: +24% One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. flaming steel steamsaw of mind resistance (+10%) (16-24 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 16.0 - 24.0(+16.0 - +24.0) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-10) Crit. chance: +2.0% Attack speed: 100% (-) Block value: +26 Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Damage (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 1.0(-1.0) Steam When used to attack (with talents): Damage (radius 1) on hit: +10 fire When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-3 eff.)) Physical crit. chance: +0.0% (-4.0%) Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage when hit (Melee): 3 fire Changes stats: +0(-3) Con Changes resistances: +10% mind Talents granted: +0(+-3) Ceasefire +1 Block 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 |
![]() iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-7) Attack speed: 100% (-) Firing range: +6 (-2) Travel speed: +600% (-) Damage (Ranged): +0(-15) physical Damage (radius 1) on hit: +0(-14) 20% chance of physical repulsion Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-3 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-3) Con Talent granted: +0(+-3) Ceasefire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() pouch of iron shots (3/17, 14-16 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8(-6.5 - -7.8) Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-1) Crit. chance: +4.0% (-0.5%) Capacity: 17 (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
![]() This item will automatically be transmogrified when you leave the level. cured leather armour (6 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-8) Defense: +6 (+3 eff.) (+3 (+1 eff.)) Fatigue: +7% (-5%) Changes resistances: +0%(-16%) lightning A suit of armour made of leather. |
![]() steel plate armour 'Dagachak' (7 def, 13 armour) Requires: - Massive armour training - Strength 28 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 (+1) Defense: +7 (+4 eff.) (+4 (+2 eff.)) Fatigue: +22% (+10%) Changes stats: +2 Cun Changes resistances: +0%(-16%) lightning / +19% fire / +6% mind Mental save: +23 (+13 eff.) Mana each turn: +0.12 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
![]() This item will automatically be transmogrified when you leave the level. grounding pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+1) Fatigue: +2% (+7%) Changes resistances: +6% lightning / +7% temporal Maximum encumbrance: +0 (-24) Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Stamina each turn: +0.40 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Yeti Mind Controller (0 def, 3 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-4) Armour: +3 (+1) Fatigue: +3% (+2%) Changes stats: +0(-3) Cun / +0(-3) Dex Mental save: +10 (+6 eff.) Mindpower: +9 (+5 eff.) Mental crit. chance: +9% It can be used to hack the mind of a weakened yeti Activation costs 1 power out of 7/8. This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Powered 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. |
simple frost salve [power 10] simple frost salve [power 10]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 129] simple healing salve [power 129]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 129 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() 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. |
![]() supercharged iron torque of clear mind [power 1] (33 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 33 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 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
By Glithra the Orc Annihilator level 11
22nd Retaking 124th year of Ascendancy at 19:37 see stats
By Glithra the Orc Annihilator level 10
16th Retaking 124th year of Ascendancy at 19:25 see stats
Log
Overclock from Glithra hits High Guard Talosis for 35 lightning damage.
High Guard Talosis is dazed!
Glithra shoots!
Steamgun turret uses Rocket Launcher.
Glithra stops burning.
Talent Implant: Steam Generator is ready to use.
High Guard Talosis uses Ceasefire.
High Guard Talosis is not dazed anymore.
Glithra's Shoot hits High Guard Talosis for 31 physical, 13 physical (45 total damage).
Steamgun turret's Rocket Launcher misses High Guard Talosis.
High Guard Talosis's Ceasefire hits Glithra for (12 reactive armor), (35 exoskeleton), 35 physical, (2 exoskeleton), 2 fire (37 total damage).
High Guard Talosis's Ceasefire performs a ranged critical strike against Glithra!
High Guard Talosis's Ceasefire hits Glithra for (25 exoskeleton), 110 physical, (0 exoskeleton), 10 physical (121 total damage).
Glithra shrugs off the effect 'Dazed'!
Glithra is dazed!
Glithra's Reactive Armor misses High Guard Talosis.
--------------------------------
Overclock from Glithra hits High Guard Talosis for 35 lightning damage.
Glithra uses Implant: Steam Generator.
Talent Ceasefire is ready to use.
High Guard Talosis shoots!
Steamgun turret's Steamgun Turret hits High Guard Talosis for 14 physical damage.
Steamgun turret's Steamgun Turret hits High Guard Talosis for 55 physical damage.
High Guard Talosis's Shoot performs a ranged critical strike against Glithra!
Glithra is not dazed anymore.
High Guard Talosis's Shoot hits Glithra for (5 exoskeleton), 60 physical, (0 exoskeleton), 4 fire (66 total damage).
High Guard Talosis's Shoot hits Glithra for (0 exoskeleton), 42 physical (43 total damage).
Glithra the level 12 orc annihilator was raked to death by High Guard Talosis on level 3 of Vaporous Emporium.