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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Female |
| Race | Kruk Yeti |
| Class | Annihilator |
| Level / Exp | 30 / 32% |
| Size | big |
| Lifes / Deaths | Killed by Aerira the whitehoof ghoul at level 30 on the 50th Revenge 124th year of Ascendancy at 03:24 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 61 (base 59) |
| Constitution | 14 (base 10) |
| Magic | 25 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 106 (base 60) |
Resources
| Life | -185/718 |
| Stamina | 160/202 |
| Steam | 71/100 |
| Healing Factor | 1.0826086956522 |
| Regeneration | 0.27065217391306 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 17 |
| See Invisible | 17 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 69 |
| Crit Chance | 40% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +13% |
| Fire | +30% |
| Cold | -5% |
Offense: Damage Penetration
| Darkness | +29% |
| Fire | +29% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 25 (53.469387755102%) |
| Defense | 58 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 24 |
| Mental Save | 39 |
Defense: Resistances
| Blight | + 39%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 22%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 62%( 70%) |
| Temporal | + 16%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.3 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Gadgets | 1.60 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.60 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Demolition | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Heavy weapons | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.60 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Race / Yeti | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 0/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.70 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Steamtech / Engineering | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Miasma Engine |
| talent | Trained Reactions |
| talent | Exoskeleton |
| talent | Rocket Pod |
| talent | Incendiary Grenade |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 10% feedback damage from all damage done. Empathic Hex |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 21%. Exhaustion |
| beneficial effect | 8% chance to fully absorb any damaging actions. Smogscreen |
| beneficial effect | The target is surrounded by a toxic cloud or radius 3. Enemies within will suffer 7% talent failure, 74% reduced healing, and take 142.58 additional acid damage from melee and ranged attacks. Miasma Engine |
| beneficial effect | You have 34% chances to encase your foes in iceblocks. Algid Rage |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
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 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 |
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 |
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. | 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 | 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 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (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. |
| Quiver | pouch of stralite shots of crippling (15/17, 44.5-53.4 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +10.5% Capacity: 17 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Brass Goggles (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +24 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Mental save: +6 (+2 eff.) Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+2 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
| On hands | hardened leather gloves 'Spiderpall' (0 def, 6 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% cold / +6% temporal / +3% nature / +6% darkness Talent granted: +1 Sand Shredder Mental save: +8 (+3 eff.) Maximum life: +49.00 Healing mod.: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | warded ash wand of shielding [power 206] (2/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +3 blight / +3 temporal / +2 lightning / +3 cold Talent granted: +1 Ward It can be used to create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's steel ring of darkness (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +26% darkness Changes damage: +13% darkness Rings can have magical properties. |
| On fingers | sneakthief's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Damage (Melee): 7 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 25 Damage (Ranged): 5 physical Changes stats: +7 Cun / +5 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
| Around neck | Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+3 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
| In main hand | Nightsnake Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Damage (Ranged): +4 blight Damage (radius 1) on hit: +4 darkness / +36 20% chance of physical repulsion Damage (radius 2) on crit: +8 darkness Attacks use: 2.0 Steam When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +8 Physical crit. chance: +1.0% Changes resistances: +6% blight Changes resistances penetration: +20% darkness / +9% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +18% lightning / +15% cold Physical save: +10 (+5 eff.) Stun/Freeze immunity: +30% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Firewalker (15 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +10 Defense: +15 (+4 eff.) Fatigue: +1% Damage when hit (Melee): 18 fire / 20 physical Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+6 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Inventory
steam generator implant of the titan (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.3 Use 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 8.3 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 steam. 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.. |
steam generator implant of the wizard (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.6 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the titan (heal 81; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 81 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 425; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 425 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the titan (heal 340; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 5; phase 17; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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. |
shatter afflictions rune of the psychic (absorb 45; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 45 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 54; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 54 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour ReinforcementRequires: - 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. |
SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
restful gold amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Life regen: +3.00 Amulets can have magical properties. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+3 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
This item will automatically be transmogrified when you leave the level.Galimas the vined mindstar (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 arcane When wielded/worn: Damage (Melee): 8 mind / 5 darkness Damage when hit (Melee): 2 blight Changes resistances: +12% darkness Changes damage: +4% mind / +6% darkness Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 5.00% Silence immunity: +20% Equilibrium when hit: +0.12 Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Poltergeist's Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Damage (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +4 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
steel waraxe 'Radhuyahir' (15.5-21.7 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 25 Damage (Melee): +10 mind When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Cun / +3 Wil Changes resistances: +5% arcane Silence immunity: +20% Disarm immunity: +20% Maximum life: +100.00 One-handed war axes. |
Beloth the hardened leather hat (15 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +15 (+4 eff.) Fatigue: +3% Changes stats: +2 Str Physical save: +15 (+7 eff.) Stamina each turn: +2.00 Only die when reaching: -40.00 life Mental crit. chance: +5% A hat made of leather. Very stylish. |
Beritodil the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Wil / +0 Cun / +7 Con Spell save: +9 (+4 eff.) Mental save: +0 (+0 eff.) Life regen: +4.00 Infravision radius: +3 A cap made of leather. |
41 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ivasema (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +4 Fatigue: -6% Changes stats: +5 Str / +5 Dex Changes resistances: +4% physical Changes resistances penetration: +10% physical Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
20 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
potent pain suppressor salve [power 169] potent pain suppressor salve [power 169]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -169 life and reduces all damage by 17% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 151] simple healing salve [power 151]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 151 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
This item will automatically be transmogrified when you leave the level.Quenchblight the pouch of steel shots (15/15, 31.5-37.8 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 31.5 - 37.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 Damage (Ranged): +8 cold / +20 temporal Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +20 fire / +8 cold Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots (20/20, 31-37.2 power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.0 - 37.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 154 physical damage Damage (Ranged): +18 physical Shots are used with slings to pummel your foes to death. |
overpowered ash totem of stinging [power 266] (2/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 133 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
20 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. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By KrukAnni the Kruk Yeti Annihilator level 17
48th Retaking 124th year of Ascendancy at 23:58 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By KrukAnni the Kruk Yeti Annihilator level 12
41st Retaking 124th year of Ascendancy at 10:21 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By KrukAnni the Kruk Yeti Annihilator level 10
18th Retaking 124th year of Ascendancy at 01:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By KrukAnni the Kruk Yeti Annihilator level 20
20th Revenge 124th year of Ascendancy at 05:14 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By KrukAnni the Kruk Yeti Annihilator level 30
49th Revenge 124th year of Ascendancy at 01:45 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By KrukAnni the Kruk Yeti Annihilator level 14
47th Retaking 124th year of Ascendancy at 01:20 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By KrukAnni the Kruk Yeti Annihilator level 26
37th Revenge 124th year of Ascendancy at 11:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By KrukAnni the Kruk Yeti Annihilator level 29
38th Revenge 124th year of Ascendancy at 05:21 see stats
Log
KrukAnni hits Iceblock for 1 fire damage.
KrukAnni hits Ivariaba the whitehoof maulotaur for (17 flat reduction), 0 fire (0 total damage).
Exoskeleton hits KrukAnni for (1 exoskeleton) damage.
KrukAnni receives 26 healing from Algid Rage.
KrukAnni uses AED.
KrukAnni prepares their AED!
Ivariaba the whitehoof maulotaur is less vulnerable.
Aerira the whitehoof ghoul is free from the ice.
Aerira the whitehoof ghoul casts Draining Assault.
KrukAnni's AED triggers!
KrukAnni resists the terror!
KrukAnni resists the searing flame!
Aerira the whitehoof ghoul performs a melee critical strike against KrukAnni!
Aerira the whitehoof ghoul steals life from KrukAnni!
KrukAnni HEALS from fire damage!
Aerira the whitehoof ghoul hits KrukAnni for (164 to ice), (0 exoskeleton), 0 physical, (3 to ice), (2 exoskeleton), 2 fire, (284 to ice), (99 exoskeleton), 326 physical (328 total damage).
Melee retaliation hits Iceblock for 12 fire, 10 physical, 12 fire, 10 physical (43 total damage).
KrukAnni hits Aerira the whitehoof ghoul for 62 healing, 2 healing, 61 healing (0 total damage) [125 healing].
KrukAnni the level 30 kruk yeti annihilator was tortured to death by Aerira the whitehoof ghoul on level 2 of Krimbul Territory.
KrukAnni is free from the ice.
KrukAnni's AED deactivates.
KrukAnni is free from the hex.
KrukAnni deactivates Miasma Engine.
KrukAnni deactivates Exoskeleton.
KrukAnni seems more focused.
KrukAnni is not stunned anymore.
KrukAnni deactivates Trained Reactions.
KrukAnni deactivates Rocket Pod.
KrukAnni deactivates Incendiary Grenade.










































































































