


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | 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!) 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:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Better Sounds Mod 1.5.5Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 30 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 30 on the 28th Pain 124th year of Ascendancy at 23:45 / 1 |
Primary Stats
| Strength | 70 (base 52) |
| Dexterity | 17 (base 11) |
| Constitution | 56 (base 33) |
| Magic | 17 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 70 (base 43) |
Resources
| Life | -332/943 |
| Steam | 100/100 |
| Healing Factor | 1.9193097345133 |
| Regeneration | 21.208372566372 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 27 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 34 |
| Crit Chance | 35% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 34 |
| Crit Chance | 34% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 50.335093952971 (53.103448275862%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 23 |
| Physical Save | 46 |
| Spell Save | 39 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Light | + 24%( 70%) |
| Darkness | + 19%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 16%( 70%) |
| Fire | + 43%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 18% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 40% |
| Stun Resistance | 60% |
| Poison Resistance | 50% |
| Knockback Resistance | 70% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Dexterity 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 119% efficiency and cooldown mod of 59%. Its effects scale with your Constitution 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%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Grinding Shield |
| talent | Overheat Saws |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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 eight yetis (will be available to summon at level 20). | 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 | pair of voratun boots 'Arthydin' (0 def, 5 armour) 3.0 T5 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.pwr +2 (+1 eff.) Res.pen +15% mind Melee Ret 4 blight ----- def ----- Armour +5 Fatigue -2% Phys.save +6 (+2 eff.) Spell.save +33 (+11 eff.) HP.reg +3.10 Heal.mod +17% ---------- misc Max.enc +42 Talents +3 Rocket Boots Blink to a nearby random location (rad 12) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to pair of dwarven-steel boots. |
| Quiver | psychokinetic quiver of elm arrows of wind (18/18, 14.5-20.3 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature/Psionic Power 14.5 - 20.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 18 Proj.spd +200% Ranged+ +23 physical On Hit: * 10% chance to create an air burst * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. This object's appearance was changed to quiver of elm arrows. |
| Light source | survivor's brass lantern of clarity 2.0 T1 lite [Ego] Nature/Psionic While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Heal.mod +12% ---------- misc Light +5 See.Stealth +12 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Quasit's Skull (0 def, 12 armour) 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Silence- +0% Stun/Frz- +30% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 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. This object's appearance was changed to Quasit's Skull. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +1 Sand Shredder Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. This object's appearance was changed to Flamewrought. |
| Tool | Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+5 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
| On fingers | solipsist's steel ring of misery0.1 T2 ring jewelry [Ego++] Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 8 bleed Ranged+ 10 bleed On Hit (Melee): * 11% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| Around neck | savior's steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Str ----- def ----- Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +10 (+5 eff.) Amulets can have magical properties. |
| In main hand | Radhyntir the stralite steamsaw (29.5-44.25 power, 27 apr) 3.0 T4 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 29.5 - 44.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +27 Crit +12.0% Atk.spd 100% Block +72 On Hit: * 40% chance to disease Uses 1.0 Steam While equipped: Stats +5 Dex +5 Mag +4 Wil +4 Con dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Armour +5 Defense +8 (+8 eff.) Fatigue +10% Resists +9% blight Crit.dmg- 15.00% ---------- misc See.Invis +9 Talents +2 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! |
| Around waist | Mighty Girdle 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Viletooth (20-30 power, 20 apr) 3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +20 Crit +11.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
| Cloak | Serpentine Cloak (10 def, 0 armour) 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+10 eff.) Resists +15% light +15% fire ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 8 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. This object's appearance was changed to Serpentine Cloak. |
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour) 14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Hardiness +0% Defense +2 (+2 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +6.50 Heal.mod +30% Poison- +50% Disease- +50% Cut- +50% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range 10 Travel.spd 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. This object's appearance was changed to Iron Mail of Bloodletting. |
Inventory
heroism infusion (+5 for 9 turns, die at -321)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -321 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Glowpride the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% temporal Melee Ret 16 light ----- def ----- Resists +18% light +9% temporal Heal.mod +21% Cut- +60% ---------- misc Light +1 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 248 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
savior's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Rings can have magical properties. |
sneakthief's gold ring of sensing0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- Blind- +35% ---------- misc Infravis +3 See.Stealth +8 See.Invis +10 Rings can have magical properties. |
sneakthief's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +11% cold Acc +6 (+3 eff.) ----- def ----- Resists +22% cold Rings can have magical properties. |
stralite greatmaul 'Ebonystalker' (55-82.5 power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Arcane Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +12 darkness +21 fire While equipped: Stats +2 Wil dps ---------- Spell.pwr +4 (+2 eff.) S.pwr/crit +8 Phasing +40% On Hit (Melee): * 30% chance to inflict 15% damage reduction Massive two-handed mauls. |
plaguebringer's stralite greatsword of evisceration (48.5-77.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Arcane/Master Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +17 blight On Hit: 10% Epidemic 4 On Hit: * 17% chance to disease On Crit: * wounds the target for 7 turns: 14 bleeding, 53% reduced healing While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +13 (+4 eff.) ----- def ----- Disease- +25% Massive two-handed swords. |
warbringer's dwarven-steel longsword of vileness (25-35 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane/Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +5 blight On Hit: * 7% chance to disease While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +16% Sharp, long, and deadly. |
chilling stralite mace of paradox (36.5-51.1 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane Power 36.5 - 51.1 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +10 temporal +9 cold While equipped: dps ---------- Melee Ret 9 temporal ----- def ----- Resists +5% temporal Blunt and deadly. |
nature's thorny mindstar of sand (8.5-9.35 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature This natural sand should be returned to the wyrm. Power 8.5 - 9.4 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% nature +7% physical Res.pen +7% physical Melee Ret 9 physical ----- def ----- Resists +4% blight +9% physical Disease- +15% Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 17 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar (7.5-8.25 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 7.5 - 8.3 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
infernal elven-wood magestaff of breaching (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +17.00% Spell.pwr +16 (+8 eff.) Melee+ 31 fire Dmg.mod +25% arcane Res.pen +12% arcane ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun 'Chargepain'4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Rare] Arcane/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 draining blight On Hit.r1 +4 arcane On Hit: * 40% chance to daze at end of turn Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +14% blight +6% arcane +12% lightning Res.pen +15% arcane ----- def ----- Resists +5% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
balanced dwarven-steel steamsaw of temporal resistance (+13%) (20.5-30.75 power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+4 eff.) On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +12 (+12 eff.) Fatigue +8% Resists +13% temporal Disarm- +20% ---------- misc Talents +2 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! |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-7 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-8 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +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. |
fortifying dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Master While equipped: Stats +3 Str +5 Con ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +16% Resists +7% physical Phys.save +10 (+3 eff.) Max.HP +39.00 A suit of armour made of mail. |
Halyndur the stralite plate armour (7 def, 13 armour)17.0 T4 massive armor Reqs Heavy Armour Training 3 [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +2 (+1 eff.) Dmg.mod +6% mind ----- def ----- Armour +13 Defense +7 (+7 eff.) Fatigue +26% Resists +25% acid +12% blight ---------- misc Equi/ret +0.20 Max.psi +30.00 A suit of armour made of metal plates. |
116 alchemist agate0.0 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. |
3 onyx0.0 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. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 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. |
Nerysetha (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Con dps ---------- Crit.mult +15.00% Res.pen +10% mind ----- def ----- Resists +6% blight +6% lightning Spell.save +30 (+10 eff.) ---------- misc Light +1 Telepathy Demon/Minor Demon/Major While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful healing salve [power 215] powerful healing salve [power 215]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 215 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
iron back support0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -4% ---------- misc Max.enc +10 Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
elm totem of thorny skin [power 17] (6/20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
14 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Silomina the Orc Sawbutcher level 10
23rd Retaking 124th year of Ascendancy at 06:45 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Silomina the Orc Sawbutcher level 12
30th Retaking 124th year of Ascendancy at 23:52 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Silomina the Orc Sawbutcher level 29
27th Pain 124th year of Ascendancy at 08:00 see stats
Level 10 (Roguelike)
Got a character to level 10.By Silomina the Orc Sawbutcher level 10
23rd Retaking 124th year of Ascendancy at 04:40 see stats
Level 20 (Roguelike)
Got a character to level 20.By Silomina the Orc Sawbutcher level 20
25th Revenge 124th year of Ascendancy at 17:30 see stats
Level 30 (Roguelike)
Got a character to level 30.By Silomina the Orc Sawbutcher level 30
27th Pain 124th year of Ascendancy at 09:37 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Silomina the Orc Sawbutcher level 27
11st Pain 124th year of Ascendancy at 08:52 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Silomina the Orc Sawbutcher level 17
13rd Revenge 124th year of Ascendancy at 13:53 see stats
Log
Something hits Silomina for 97 fire damage.
Talent Implant: Medical Injector is ready to use.
Silomina receives 492 healing.
Silomina receives 144 healing from Mighty Girdle .
Something hits Silomina for 130 light damage.
Something hits Silomina for 63 light damage.
Silomina misses Something.
Silomina misses Something.
Silomina shrugs off the effect 'Martyrdom'!
Something hits Silomina for 77 light damage.
Talent Continuous Butchery is ready to use.
Silomina uses Orcish Fury.
Silomina uses Orcish Fury.
Silomina uses Block.
Something hits Silomina for 77 light damage.
Something hits Silomina for (112 blocked), 356 physical, 8 darkness (364 total damage).
Silomina hits Something for (1 absorbed), (1 absorbed), 0 blight (0 total damage).
Something hits Silomina for 49 fire, 66 light, 72 physical (187 total damage).
Silomina recovers sight.
High Sun Paladin Aeryn uses Massive Blow.
Wall turns into floor.
Silomina hits High Sun Paladin Aeryn for (1 absorbed), (1 absorbed), 0 blight (0 total damage).
High Sun Paladin Aeryn hits Silomina for 0 physical, 9 darkness (9 total damage).
Silomina is pulled in!
Saving game...

























































































