Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nyles GOD Mode light 1.4.8In-game menu option to toggle a GODMODE cheat that gives the player invincibility. Version with HP God Mode only. All credits to Nyles, https://te4.org/games/addons/tome/nyles-godmode Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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:
Infinite Cat Points 1.4.0One Cat Point per level. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. FlexSpec Respec Limitation Relaxer 1.5.5 |
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Orc |
Class | Brawler |
Level / Exp | 21 / 14% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 276 (base 13) |
Dexterity | 56 (base 47) |
Constitution | 317 (base 10) |
Magic | 9 (base 10) |
Willpower | 42 (base 35) |
Cunning | 61 (base 47) |
Resources
Life | 1736/1736 |
Stamina | 240/240 |
Steam | 100/100 |
Healing Factor | 1.9455852156057 |
Regeneration | 239.21030547868 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 23 |
See Stealth | 135.72745926449 |
See Invisible | 135.72745926449 |
Offense: Barehand
Damage | 1227 |
Accuracy | 211 |
Crit Chance | 17% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Acid | +55% |
Light | +32% |
Temporal | +31% |
Fire | +32% |
All | +22% |
Offense: Damage Penetration
Acid | +30% |
Temporal | +35% |
Nature | +30% |
Fire | +45% |
All | +20% |
Defense: Base
Armour (hardiness) | 16 (100%) |
Defense | 80 |
Ranged Defense | 80 |
Fatigue | 0 |
Physical Save | 114 |
Spell Save | 293 |
Mental Save | 38 |
Defense: Resistances
Acid | + 70%( 70%) |
Temporal | + 70%( 70%) |
Lightning | + 70%( 70%) |
Cold | + 70%( 70%) |
All | +134%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 31% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.6 steam per turn. Can be activated for an instant burst of 108 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 119% efficiency and cooldown mod of 81%. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Pugilism | 50.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 50.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Finishing moves | 50.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 50.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 66.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 33.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 33.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 99.90 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 44.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Orc | 100.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Unarmed training | 77.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 55.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 55.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Striking Stance |
beneficial effect | Inspired by a recent kill increasing all resistance by 119%. Orcish Triumph |
beneficial effect | Countering melee attacks: Has a 98% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target enters a destructive fury, increasing all damage done by 22%. Orcish Fury |
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. | active |
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 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 have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
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. | 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 0/8 yetis. | active |
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 iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+0 eff.) Rng.Def +2 (+0 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 11.5 - 16.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Yeti Mind Controller (0 def, 3 armour) Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+4 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 8/8 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. |
On fingers | gold ring 'Growclash' gold ring 'Growclash'0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +6 Wil +12 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +12% acid +9% temporal Res.pen +10% nature +15% temporal Acc +6 (+0 eff.) ----- def ----- Resists +24% acid Rings can have magical properties. |
On fingers | Duviromirand Duviromirand0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +3 Dex +1 Cun +5 Con dps ---------- Melee+ 43 light Ranged+ 45 light Dmg.mod +9% acid On Hit (Melee): * 35% chance to blind On Hit (Ranged): * 29% chance to blind ----- def ----- Spell.save +16 (+1 eff.) Mind.save +10 (+4 eff.) Confus- +31% ---------- misc Max.stam +20.00 Rings can have magical properties. |
Around neck | Sunstone Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Main armor | Hatherain the Infernoslice (2 def, 7 armour) Hatherain the Infernoslice (2 def, 7 armour) 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid Res.pen +10% acid +25% fire Melee Ret 8 acid 12 physical ----- def ----- Armour +7 Hardiness +20% Defense +2 (+0 eff.) Fatigue +10% Resists +21% acid A suit of armour made of leather. |
Light source | brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+1 eff.) Resists +15% cold Phys.save +10 (+1 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Around waist | grounding rough leather belt of transcendence grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +5% lightning +6% temporal Phys.save +6 (+1 eff.) A belt that goes around your waist. |
Inventory
steam generator implant of the psychic (steam 7) steam generator implant of the psychic (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd 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 33 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the duelist (heal 412 over 5 turns) regeneration infusion of the duelist (heal 412 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 412 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 34; power 88; dur 4) phase door rune of the titan (range 34; power 88; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 34. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 88%, your defense is increased by 88 and all your resistances by 88%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the psychic (205 acid damage; disarm 5 turns with power 44) acid wave rune of the psychic (205 acid damage; disarm 5 turns with power 44)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 204.83 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 44 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
stabilizing copper amulet stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +22% Amulets can have magical properties. |
Alurab the Sunrock Alurab the Sunrock0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +12% light +18% fire Res.pen +10% fire Melee Ret 16 light On Hit (Melee): * 30% chance to blind ----- def ----- Mind.save +7 (+3 eff.) Confus- +13% ---------- misc Light +3 Amulets can have magical properties. |
mule's copper ring mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings can have magical properties. |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+1 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
dwarven-steel waraxe 'Fogzephyr' (27-37.8 power, 4 apr) dwarven-steel waraxe 'Fogzephyr' (27-37.8 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 27.0 - 37.8 Mind Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% mind Melee Ret 8 mind 20 darkness One-handed war axes. |
The Lumberator (27-40.5 power, 19 apr) The Lumberator (27-40.5 power, 19 apr)3.0 T3 steamsaw 1H weapon [Unique] Nature/Steamtech Power 27.0 - 40.5 Nature Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +3.0% Atk.spd 100% Block +50 On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +14 Defense +4 (+0 eff.) Fatigue +8% ---------- misc Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
Brilliant Auto-loading Orc Expeller Brilliant Auto-loading Orc Expeller4.0 T3 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Brilliant Auto-loading Orc Expeller Brilliant Auto-loading Orc Expeller4.0 T3 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Against +15% Humanoid +15% Giant ---------- misc Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Camodunagar (20/20, 23-32.2 power, 7 apr) Camodunagar (20/20, 23-32.2 power, 7 apr)3.0 T2 arrow ammo [Rare] Psionic Power 23.0 - 32.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 20 Ranged+ +35 physical On Hit.r1 +8 temporal On Crit.r2 +8 temporal On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
Nerema the pouch of voratun shots (21/21, 58.5-70.2 power, 14 apr) Nerema the pouch of voratun shots (21/21, 58.5-70.2 power, 14 apr)3.0 T5 shot ammo [Random Unique] Arcane/Master/Psionic Power 58.5 - 70.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +14 Crit +18.0% Capacity 21 Proj.spd +200% Ranged+ +13 lightning +14 darkness +12 blight +23 mind +12 arcane On Hit: * 20% chance to torment the target * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour of lightning resistance (1 def, 2 armour) rough leather armour of lightning resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +15% lightning A suit of armour made of leather. |
spiked hardened leather armour of stability (3 def, 6 armour) spiked hardened leather armour of stability (3 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +8% Resists +6% physical Phys.save +14 (+2 eff.) A suit of armour made of leather. |
linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Emissra' (0 def, 2 armour) hardened leather gloves 'Emissra' (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Phys.pwr +8 (+1 eff.) Melee+ 7 cold Dmg.mod +3% cold Res.pen +20% physical ----- def ----- Armour +2 Resists +7% cold Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +3 Crit +7.0% Atk.spd 167% Phasing +40% On Crit.r2 +8 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Mag 12 [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 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. |
garnet 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. |
Tower Detonator Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor 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. |
Rod of Recall (13/13) Rod of Recall (13/13)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 29 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. |
steel torque of mindblast [power 133] (1 cooldown) steel torque of mindblast [power 133] (1 cooldown)2.0 T2 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 7 beam dealing 80.94 to 161.87 mind damage Puts all charms on 1 cooldown Torques are made by powerful psionics to store psionic powers. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Smasher the Orc Brawler level 12
6th Revenge 124th year of Ascendancy at 02:52 see stats
By Smasher the Orc Brawler level 20
22nd Revenge 124th year of Ascendancy at 12:48 see stats
By Smasher the Orc Brawler level 10
4th Revenge 124th year of Ascendancy at 07:55 see stats
By Smasher the Orc Brawler level 20
22nd Revenge 124th year of Ascendancy at 00:27 see stats
By Smasher the Orc Brawler level 14
11st Revenge 124th year of Ascendancy at 07:36 see stats
By Smasher the Orc Brawler level 5
14th Retaking 124th year of Ascendancy at 03:19 see stats
By Smasher the Orc Brawler level 2
10th Retaking 124th year of Ascendancy at 11:05 see stats
By Smasher the Orc Brawler level 13
6th Revenge 124th year of Ascendancy at 19:22 see stats
By Smasher the Orc Brawler level 14
7th Revenge 124th year of Ascendancy at 18:26 see stats
Log
Talent Double Strike is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Uppercut is ready to use.
Talent Infusion: Wild is ready to use.
Rested for 37 turns (stop reason: all resources and life at maximum).
Smasher uses Infusion: Regeneration.
Smasher starts regenerating health quickly.
Smasher stops regenerating health quickly.
Belaldama the giant carpenter ant uses Metalstar.
Smasher uses Orcish Fury.
Smasher enters a state of bloodlust.
Ran for 2 turns (stop reason: hostile spotted to the south (Belaldama the giant carpenter ant)).
Smasher rushes out!
Smasher rushes out!
Smasher roars triumphantly.
Smasher slows down.
Smasher hits Belaldama the giant carpenter ant for 1971 physical damage.
Belaldama the giant carpenter ant hits Smasher for (6 resist armour), 0 fire (0 total damage).
Smasher killed Belaldama the giant carpenter ant!
Smasher speeds up.
Smasher has recovered!
Talent Infusion: Regeneration is ready to use.
Talent Rush is ready to use.
Smasher is no longer inspired.
Smasher calms down.
Smasher deactivates Daunting Presence.
Smasher deactivates Striking Stance.