










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Select your Escorts 1.7.0Allows 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 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.7.0Official 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:
Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.0Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Wyrmic |
| Level / Exp | 39 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Xatira the sun paladin at level 39 on the 42nd Pain 124th year of Ascendancy at 01:24 / 1 |
Primary Stats
| Strength | 79 (base 60) |
| Dexterity | 20 (base 10) |
| Constitution | 24 (base 11) |
| Magic | 19 (base 10) |
| Willpower | 92 (base 60) |
| Cunning | 54 (base 35) |
Resources
| Life | -114/1436 |
| Steam | 100/100 |
| Stamina | 440/440 |
| Equilibrium | 184 |
| Healing Factor | 1.4172674059367 |
| Regeneration | 38.25361483729 |
Speed
| Mental | +12.028637809585% |
| Attack | +12.028637809585% |
| Movement | +74.545105411692% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Stealth | 13 |
| See Invisible | 17 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 50 |
| Crit Chance | 59% |
| APR | 26 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 26% |
| Speed | 0.89262890235236 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +53% |
| Physical | +27% |
| Cold | +20% |
| All | 0% |
| Lightning | +20% |
| Darkness | +20% |
| Fire | +49% |
| Nature | +66% |
Offense: Damage Penetration
| Acid | +37% |
| Blight | +37% |
| Physical | +52% |
| Cold | +37% |
| All | +6% |
| Lightning | +37% |
| Darkness | +57% |
| Fire | +52% |
| Nature | +57% |
Defense: Base
| Armour (hardiness) | 82.063402816797 (100%) |
| Defense | 47 |
| Ranged Defense | 50 |
| Fatigue | 13 |
| Physical Save | 50 |
| Spell Save | 40 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 33%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 70%( 70%) |
| Temporal | + 12%( 70%) |
| Darkness | + 9%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Confusion Resistance | 41% |
| Fear Resistance | 0% |
| Poison Resistance | 22% |
| Blind Resistance | 25% |
| Silence Resistance | 40% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Stun Resistance | 85% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 70% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 722 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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. * 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. | 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 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 |
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 | Sewerjustice (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 67% Changes resistances: +12% lightning / +6% nature Changes resistances penetration: +20% nature Changes damage: +9% nature / +30% blight Physical save: +12 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Stamina each turn: +0.80 Maximum stamina: +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Darktooth the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Dex / +4 Wil / +2 Cun Changes resistances penetration: +20% darkness Changes damage: +9% nature Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Light radius: +4 Infravision radius: +3 See stealth: +13 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Infused Cerebrum (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Silence immunity: +40% Fear immunity: -60% Spellpower: +12 (+6 eff.) Mindpower: +12 (+3 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 100 power out of 95/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
| On hands | dwarven-steel gauntlets 'Burnmortal' (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex / +2 Cun / +6 Con Changes damage: +9% fire Talent granted: +4 Iron Grip Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +112% See invisible: +6 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 | Chalymagund the ash totem of stinging [power 254] (7/18 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +1 Str Changes resistances penetration: +15% physical Physical save: +6 (+2 eff.) Stamina each turn: +1.00 It can be used to sting an enemy dealing 421 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 18 turns. When used: * Increase all damage by 10% for 2 turns. * Heal for 42. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | NylinInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Cun / +4 Wil Changes resistances: +10% blight / +6% temporal / +12% nature Mental save: +11 (+3 eff.) Poison immunity: +22% Disease immunity: +14% Confusion immunity: +41% Life regen: +8.00 Maximum life: +85.00 Maximum psi: +20.00 Mindpower: +10 (+3 eff.) Healing mod.: +10% Rings make your fingers look great! |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Everpyre Blade (38-53 power, 26 apr) Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 40% Wil, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +26 Crit. chance: +34.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
| Around waist | hardened leather belt 'Layobeth' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -16% Changes resistances: +7% acid / +7% fire / +10% lightning / +7% cold Maximum encumbrance: +40 Pinning immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Maximum life: +40.00 A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48-57 power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Aeredhemina the Blindhack (15 def, 14 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +14 Defense: +15 (+5 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 31% Changes stats: +5 Str / +3 Dex / +6 Con Changes resistances: +24% lightning / +9% blight / +12% cold / +3% nature / +3% fire Talent mastery: +0.20 Technique / Combat training Physical save: +16 (+5 eff.) Spell save: +23 (+8 eff.) Mental save: +21 (+6 eff.) Stun/Freeze immunity: +40% Stamina each turn: +0.30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lelogorn the dwarven-steel mail armour (11 def, 29 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +29 Defense: +11 (+3 eff.) Fatigue: +13% Damage when hit (Melee): 6 acid / 40 physical Changes stats: +2 Cun Changes resistances: +18% lightning / +9% acid / +9% blight Changes damage: +3% blight Mental save: +15 (+4 eff.) Life regen: +2.70 Stamina each turn: +0.50 A suit of armour made of mail. |
Inventory
medical injector implant of the warrior (efficiency 142% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 142% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Prismatic Rune (6 turns; acid, physical, darkness, fire, light)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 3 darkness, 5 fire, 5 light It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stats: 40% Wil, 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 47% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Anti-Gravity Boots (8 def, 8 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 9% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (82 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (141 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-2 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Unique] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
dwarven-steel pickaxe of quickening (dig speed 22 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Young Gamer Move That Vote the Orc Wyrmic level 13
26th Retaking 124th year of Ascendancy at 21:01 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Young Gamer Move That Vote the Orc Wyrmic level 29
5th Revenge 124th year of Ascendancy at 16:26 see stats
Got eggs? (Nightmare (Roguelike) difficulty)
Finish the Pikataclysm event.By Young Gamer Move That Vote the Orc Wyrmic level 35
42nd Revenge 124th year of Ascendancy at 19:41 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Young Gamer Move That Vote the Orc Wyrmic level 10
16th Retaking 124th year of Ascendancy at 00:25 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Young Gamer Move That Vote the Orc Wyrmic level 20
45th Retaking 124th year of Ascendancy at 14:48 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Young Gamer Move That Vote the Orc Wyrmic level 30
6th Revenge 124th year of Ascendancy at 05:11 see stats
Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Young Gamer Move That Vote the Orc Wyrmic level 33
24th Revenge 124th year of Ascendancy at 04:51 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Young Gamer Move That Vote the Orc Wyrmic level 26
51st Retaking 124th year of Ascendancy at 12:45 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Young Gamer Move That Vote the Orc Wyrmic level 16
32nd Retaking 124th year of Ascendancy at 07:20 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Young Gamer Move That Vote the Orc Wyrmic level 21
46th Retaking 124th year of Ascendancy at 13:52 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Young Gamer Move That Vote the Orc Wyrmic level 30
10th Revenge 124th year of Ascendancy at 12:48 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Young Gamer Move That Vote the Orc Wyrmic level 17
33rd Retaking 124th year of Ascendancy at 00:58 see stats
Log
Young Gamer Move That Vote uses Infusion: Regeneration.
Young Gamer Move That Vote starts regenerating health quickly.
Talent Venomous Breath is ready to use.
Impending Doom from Xatira the sun paladin hits Young Gamer Move That Vote for 64 cold, 90 darkness (154 total damage).
Something hits Young Gamer Move That Vote for 45 physical damage.
Young Gamer Move That Vote resists the crepuscule!
Something hits Young Gamer Move That Vote for 310 darkness damage.
Something hits Young Gamer Move That Vote for 63 fire damage.
Young Gamer Move That Vote uses Pride of the Orcs.
Young Gamer Move That Vote recovers sight.
Young Gamer Move That Vote receives 149 healing from Pride of the Orcs.
Young Gamer Move That Vote uses Nature's Touch.
A piece of the soul of Young Gamer Move That Vote is torn apart by Impending Doom!
Impending Doom from Xatira the sun paladin hits Young Gamer Move That Vote for 58 cold, 77 darkness (137 total damage).
Ce'Nyrin the halfling pyremaster's Shoot hits Young Gamer Move That Vote for 37 physical damage.
Young Gamer Move That Vote receives 168 healing.
Ce'Nyrin the halfling pyremaster shoots!
Melee retaliation hits Shalore liberator for (6 flat reduction), 0 acid, (44 flat reduction), 3 physical, (41 flat reduction), 0 cold (4 total damage).
Ce'Nyrin the halfling pyremaster's Shoot performs a ranged critical strike against Young Gamer Move That Vote!
Young Gamer Move That Vote is cut deeply.
Elata the elven astromancer's Galactic Pulse hits Ce'Nyrin the halfling pyremaster for (8 to time), 0 physical, (38 to time), 0 darkness (0 total damage).
Ce'Nyrin the halfling pyremaster's Shoot hits Young Gamer Move That Vote for 77 physical damage.
Young Gamer Move That Vote shrugs off the effect 'Blinded'!
Xatira the sun paladin casts Consume Soul.
Xatira the sun paladin receives 499 healing.
Xatira the sun paladin hits Young Gamer Move That Vote for 310 darkness damage.
Ce'Nyrin the halfling pyremaster's Body of Fire hits Young Gamer Move That Vote for 63 fire damage.
Young Gamer Move That Vote the level 39 orc wyrmic was shadowed to death by Xatira the sun paladin on level 1 of Gates of Morning.








































































































