
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 22 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by Eminn the ritch larva at level 22 on the 9th Revenge 124th year of Ascendancy at 01:47 / 1 |
Primary Stats
| Strength | 73 (base 50) |
| Dexterity | 26 (base 10) |
| Constitution | 42 (base 24) |
| Magic | 28 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 42 (base 28) |
Resources
| Life | -653/692 |
| Steam | 73/100 |
| Healing Factor | 1.233988003127 |
| Regeneration | 7.7124250195438 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 8 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 47 |
| Crit Chance | 24% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 47 |
| Crit Chance | 21% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Blight | +24% |
| Cold | +11% |
| All | 0% |
| Darkness | +15% |
| Light | +26% |
| Temporal | +12% |
| Fire | +15% |
| Lightning | +8% |
Offense: Damage Penetration
| Acid | +29% |
| Light | +32% |
| Darkness | +17% |
| Cold | +13% |
| Lightning | +26% |
| Mind | +12% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 54 (30%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 43 |
| Physical Save | 42 |
| Spell Save | 22 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 18%( 72%) |
| Blight | + 30%( 72%) |
| Arcane | + 12%( 72%) |
| Cold | + 29%( 72%) |
| All | + 7%( 72%) |
| Darkness | + 29%( 72%) |
| Light | + 26%( 72%) |
| Temporal | + 18%( 72%) |
| Fire | + 12%( 72%) |
| Lightning | + 34%( 72%) |
Defense: Immunities
| Confusion Resistance | 14% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| 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 9.8 steam per turn. Can be activated for an instant burst of 49 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 127% efficiency and cooldown mod of 93%. |
| 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 131% efficiency and cooldown mod of 75%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Steamtech / Butchery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
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 |
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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
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 |
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. | 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 |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% ---------- misc Talents +1 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | watchleader's alchemist's lamp1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +21% Confus- +14% ---------- misc Light +8 See.Stealth +8 See.Invis +5 Track: Puts all charms on 40 cooldown Level 6.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | insulating iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | storm dwarven-steel gauntlets of butchering (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 9 lightning Dmg.mod +3% lightning Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight +6% lightning Spell.save +10 (+5 eff.) ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | voratun torque of clear mind 'Betybeth' [power 4] (25 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +5% mind Melee Ret 6 mind ----- def ----- Resists +3% lightning +5% arcane +6% blight Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 29% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | pixie's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +5 Mag dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 12 light Ranged+ 11 light Dmg.mod +11% light Rings make your fingers look great! |
| On fingers | gold ring 'Xanada'0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Mag +2 Wil +3 Cun dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +12% blight +12% temporal Res.pen +15% acid ----- def ----- Resists +12% blight +12% temporal +12% acid ---------- misc Max.vim +10.00 Rings make your fingers look great! |
| Around neck | Dawnrace0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Mag dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) Dmg.mod +5% acid +5% fire +5% cold +5% lightning Res.pen +25% light ----- def ----- Armour +3 Defense +6 (+2 eff.) Resists +3% light Res.Cap +2% all Phys.save +13 (+4 eff.) Amulets make your neck look great! |
| In main hand | Silewen the Ebonycutter (40-59 power, 0 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Nature/Psionic/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +94 Melee+ +12 cold On Crit.r2 +30 lightning +23 cold On Hit: * 10% chance to reduce damage dealt by 13% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Cun +3 Mag dps ---------- Mov.spd +35% Dmg.mod +3% cold +15% light +15% darkness Res.pen +19% lightning +6% cold +10% darkness ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +17% light +23% darkness ---------- misc Talents +3 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 | hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
| In off hand | steel steamsaw 'Lisinor' (14-20 power, 0 apr)3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 13.5 - 20.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Melee+ +8 arcane On Hit.r1 +6 fire On Hit: * Create an explosion dealing 19 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +9% acid +12% blight Res.pen +7% acid Phasing +10% ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +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! |
| Cloak | 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 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | drakeskin leather armour 'Rimewar' (20 def, 20 armour) 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +1 Con dps ---------- Dmg.mod +3% cold Melee Ret 30 physical ----- def ----- Armour +20 Defense +20 (+7 eff.) Fatigue +9% Resists +20% lightning +3% cold Max.HP +42.00 HP.reg +6.00 ---------- misc Stam/turn +1.30 Infravis +3 A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
wizard's steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Belera the dwarven-steel battleaxe (34-52 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 34.5 - 51.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +17 mind On Hit.r1 +16 acid On Hit: * 24% chance to reduce all saves and defense by 15 While equipped: Stats +3 Str +5 Wil +12 Cun dps ---------- Res.pen +25% acid Massive two-handed battleaxes. |
Blackspike of the Blightspawn (15-22 power, 1 apr)3.0 T1 battleaxe 2H weapon [Random Unique] Arcane/Master Power 15.0 - 22.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 light +9 cold Against +9% Undead On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str +1 Cun -4 Con dps ---------- Phys.crit +7.0% ----- def ----- Crit.dmg- 15.00% Massive two-handed battleaxes. |
slime-covered dwarven-steel battleaxe of rage (34-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Disrupt/Master Power 33.5 - 50.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 14% chance to slow global speed by 41% While equipped: Stats +6 Str dps ---------- Dmg.mod +10% physical Acc +10 (+4 eff.) Massive two-handed battleaxes. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Viletooth (20-30 power, 12 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 chance (max 25%) Apr +12 Crit +3.0% 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 (+2 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. |
dwarven-steel waraxe 'Doursage' (18-25 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 mind On Crit.r2 +16 darkness While equipped: dps ---------- Acc +8 (+3 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Defense +9 (+3 eff.) Resists +15% mind Disarm- +27% One-handed war axes. |
Tempestrend the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +6 Wil dps ---------- Mind.crit +2% Dmg.mod +6% mind Res.pen +20% mind Melee Ret 6 lightning ----- def ----- HP.reg +1.10 Heal.mod +15% ---------- misc Max.hate +6.00 A belt that goes around your waist. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +5% temporal A belt that goes around your waist. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 12 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 35 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
psychic's hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 5 mind Dmg.mod +4% mind ----- def ----- Armour +2 Resists +6% mind 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. |
Umbrawedge (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +4 Fatigue +4% Resists +8% acid +8% fire +11% lightning +11% cold Mind.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
volcanic cured leather armour of the deep (6 def, 12 armour) =water=9.0 T2 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +12 Defense +6 (+2 eff.) Fatigue +7% Resists +5% acid +10% fire +6% cold +14% physical ---------- misc Breathe water A suit of armour made of leather. |
Issodugund (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Disrupt While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +6% physical Melee Ret 0 physical ----- def ----- Armour +9 Fatigue +22% Resists +9% lightning +3% physical +19% blight +3% fire +13% nature A suit of armour made of metal plates. |
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. |
3 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. |
2 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. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Winterspire'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +20% physical +15% cold ----- def ----- Resists +6% cold Crit.dmg- 15.00% Max.HP +55.00 Heal.mod +10% ---------- misc Stam/turn +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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! |
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. |
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. |
potent healing salve [power 208] potent healing salve [power 208]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 127% efficiency and 93% cooldown modifier. Heal 208 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 13] simple frost salve [power 13]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 127% efficiency and 93% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 158] simple healing salve [power 158]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 127% efficiency and 93% cooldown modifier. Heal 158 Puts Talent Medical Injector on 15 cooldown Medical salve. |
steel grapple0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
evasive ash wand of lightning storm [power 170] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (183 total damage) Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
Achievements
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By luffle but sad the Orc Sawbutcher level 13
31st Retaking 124th year of Ascendancy at 06:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By luffle but sad the Orc Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 03:51 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By luffle but sad the Orc Sawbutcher level 20
49th Retaking 124th year of Ascendancy at 01:31 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By luffle but sad the Orc Sawbutcher level 15
34th Retaking 124th year of Ascendancy at 00:33 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By luffle but sad the Orc Sawbutcher level 17
45th Retaking 124th year of Ascendancy at 23:31 see stats
Log
Eminn the ritch larva performs a melee critical strike against luffle but sad!
Luffle but sad is not dazed anymore.
Eminn the ritch larva performs a melee critical strike against luffle but sad!
Luffle but sad's fighting ability is impaired!
Luffle but sad counters the attack!
Luffle but sad deactivates Saw Wheels.
luffle but sad misses Eminn the ritch larva.
Eminn the ritch larva starts to bleed.
Eminn the ritch larva is on fire!
Luffle but sad's spell attains critical power!
Eminn the ritch larva has temporarily forgotten Dagger Block for 3 turns!
Tempest of Metal misses Eminn the ritch larva.
Melee retaliation hits Eminn the ritch larva for 21 physical, 3 mind, 21 physical, 3 mind (48 total damage).
luffle but sad hits Ritch centipede for 33 acid damage.
luffle but sad hits Eminn the ritch larva for (25 parried), 11 physical, 7 arcane, 6 lightning, 7 fire, 14 light, 2 fire, 30 acid (77 total damage).
Tempest of Metal hits Eminn the ritch larva for (25 parried), 21 physical, 12 cold, 6 lightning, 7 fire, 14 light (60 total damage).
Melee retaliation hits luffle but sad for 3 darkness, 3 darkness (7 total damage).
Eminn the ritch larva hits luffle but sad for 69 physical, 4 nature, 6 nature, 3 fire, 60 physical, 6 nature, 3 fire (152 total damage).
Eminn the ritch larva uses Evasion.
Eminn the ritch larva tries to evade attacks.
Bleeding from Eminn the ritch larva hits luffle but sad for 31 physical damage.
Eminn the ritch larva uses Perfect Strike.
Eminn the ritch larva aims carefully.
Eminn the ritch larva strikes at a vital spot on luffle but sad!
Eminn the ritch larva performs a melee critical strike against luffle but sad!
Luffle but sad's armor corrodes!
Eminn the ritch larva performs a melee critical strike against luffle but sad!
Melee retaliation hits Eminn the ritch larva for 21 physical, 3 mind, 21 physical, 5 mind (50 total damage).
Eminn the ritch larva hits luffle but sad for (29 resilience), 394 physical, 6 nature, 0 fire, 6 nature, (24 resilience), 394 physical (799 total damage).
luffle but sad the level 22 orc sawbutcher was dissected to death by Eminn the ritch larva on level 2 of Ritch Hive.



















































































