










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality 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. 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:
ZOmnibus Addon Pack 1.7.4Combines 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: 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 | Normal Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Cursed |
| Level / Exp | 19 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Stinger at level 19 on the 21st Revenge 124th year of Ascendancy at 05:43 / 1 |
Primary Stats
| Strength | 48 (base 46) |
| Dexterity | 13 (base 10) |
| Constitution | 21 (base 14) |
| Magic | 9 (base 10) |
| Willpower | 46 (base 36) |
| Cunning | 28 (base 10) |
Resources
| Life | -55/588 |
| Hate | 70/110 |
| Healing Factor | 0.99826889238988 |
| Regeneration | 0.24956722309747 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | +1.3322676295502E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | -8.8817841970013E-16 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 35 |
| Crit Chance | 35% |
| APR | 14 |
| Speed | 0.83 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 50.08934837382 (86.151787968034%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 37 |
| Physical Save | 40 |
| Spell Save | 22 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Lightning | + 12%( 70%) |
| Darkness | + 13%( 70%) |
| Cold | + 15%( 70%) |
| Blight | + 21%( 70%) |
| Physical | + 13%( 70%) |
| Mind | + 19%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 48% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 43% |
| Fear Resistance | 18% |
| Knockback Resistance | 18% |
| Poison Resistance | 20% |
| Blind Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 578% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 198 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 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 |
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 clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | dreamer's pair of iron boots of disengagement (Misfortune) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Dex +2 Wil +5 Cun ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Curse of Misfortune Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 57% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +40.00 Heal.mod +12% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (Madness) (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Curse of Madness Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Assassin's Surprise (Shrouds) (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. Curse of Shrouds Fire a poisonous bolt out to range 6 that deals 9 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 27 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. |
| Tool | quick elm totem of summon tentacle [power 95] (16 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 205 Base Damage: 97 Armor: 4 All Resist: 2 Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+5 eff.) Apr +10 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 82% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | solipsist's steel ring of misery0.1 T2 ring jewelry [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 11 physical Ranged+ 9 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 27 On Hit (Ranged): * 11% chance to reduce all saves and defense by 27 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | clarifying gold amulet of constitution (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% mind Confus- +25% Amulets make your neck look great! |
| In main hand | Punae's Blade (Shrouds) (46-64 power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+13 eff.) Atk.evade +10% Curse of Shrouds This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
| Around waist | cleansing hardened leather belt of transcendence (Nightmares)1.0 T3 belt armor [Ego] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +2 (+0 eff.) ----- def ----- Resists +7% acid +7% blight Phys.save +5 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
| In off hand | dwarven-steel shield 'Anarakhad' (Nightmares) (0 def, 9 armour, 30-36 power, 77.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Psionic When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 Melee+ +18 physical On Hit.r1 +4 acid On Hit: * Deal physical damage equal to your armor (50) While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% acid Res.pen +5% acid ----- def ----- Armour +9 Fatigue +8% Resists +6% acid +13% physical +9% mind Shield.near.proj +10 Proj.slow +19% Max.HP +51.00 ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
| Cloak | Yeti-fur Cloak (Madness) (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+4 eff.) Curse of Madness This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Arctide the steel plate armour (Nightmares) (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% mind Res.pen +15% lightning ----- def ----- Armour +9 Fatigue +22% Resists +14% blight +13% darkness +12% lightning Mind.save +12 (+6 eff.) ---------- misc Max.hate +4.00 Light +1 Curse of Nightmares A suit of armour made of metal plates. |
Inventory
healing infusion of the sneak (heal 114; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 114 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
2 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
ethereal ash magestaff (Shrouds) (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +11 (+6 eff.) Dmg.mod +15% arcane Phasing +10% ----- def ----- Defense +15 (+5 eff.) Shield.pwr +7% ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Olunarihad the yew vilestaff (Nightmares) (20-24 power, 4 apr, fire element)5.0 T3 staff 1H weapon Reqs Mag 24 [Random Unique] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun +5 Con dps ---------- Phys.crit +6.0% Spell.crit +12% Mind.crit +2% Crit.mult +12.00% Phys.pwr +8 (+3 eff.) Spell.pwr +22 (+8 eff.) Dmg.mod +20% fire Acc +9 (+5 eff.) ----- def ----- Resists +6% blight Spell.save +18 (+9 eff.) HP.reg +0.70 Heal.mod +12% ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of greater warding (Madness) (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire ----- def ----- Armour +8 Defense +7 (+2 eff.) ---------- misc Wards +3 fire Talents +2 Ward +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
steel greatmaul (Shrouds) (28-43 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Curse of Shrouds Massive two-handed mauls. |
hateful dwarven-steel greatmaul of daylight (Madness) (40-60 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane/Psionic Power 40.0 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +13 light +12 darkness Against +7% Undead +12% Living Curse of Madness Massive two-handed mauls. |
steel greatsword of crippling (Shrouds) (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Curse of Shrouds Massive two-handed swords. |
elemental dwarven-steel longsword (Madness) (26-36 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +13% fire Res.pen +8% fire Curse of Madness Sharp, long, and deadly. |
elemental iron mace of crippling (Misfortune) (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Ego++] Arcane/Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +7% lightning Res.pen +6% lightning Curse of Misfortune Blunt and deadly. |
Crooked Club (Misfortune) (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+6 eff.) Curse of Misfortune An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
balanced dwarven-steel mace of erosion (Madness) (28-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Nature/Master Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 nature While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +25% Curse of Madness Blunt and deadly. |
acidic steel waraxe of massacre (Nightmares) (18-25 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Nightmares One-handed war axes. |
elemental steel waraxe of corruption (Misfortune) (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Arcane Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: 20% Curse of Impotence 2 On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +9% acid Res.pen +7% acid Curse of Misfortune One-handed war axes. |
arcing dwarven-steel waraxe of crippling (Misfortune) (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Curse of Misfortune One-handed war axes. |
Silent Blade (Shrouds) (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) Curse of Shrouds A thin, dark dagger that seems to meld seamlessly into the shadows. |
truestriking steel dagger of rage (Corpses) (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Master Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +5% physical Res.pen +5% physical Acc +12 (+6 eff.) Apr +8 Curse of Corpses Sharp, short and deadly. |
vined mindstar (Misfortune) (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Misfortune 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 Charged Focus (Nightmares) (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+4 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Curse of Nightmares Electrical energies are focussed in the core of this mindstar. |
corrosive steel steamsaw of projection (Madness) (15-22 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego++] Arcane/Psionic/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam When used to Attack: Melee+ +11 acid While equipped: Stats +2 Con dps ---------- On Melee Ret: * 12% chance to reduce armor by 10% ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +11% acid ---------- misc Talents +1 Block Curse of Madness 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! |
flaming steel steamsaw of massacre (Misfortune) (22-32 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Hit.r1 +7 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Curse of Misfortune 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! |
steel steamsaw (Corpses) (14-20 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Normal] Steamtech Power 13.5 - 20.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Curse of Corpses 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! |
ash longbow (Nightmares)4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
fungal ash longbow of dampening (Nightmares)4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Nature/Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Con ----- def ----- Resists +12% acid +15% lightning +12% cold +12% fire +3% all Spell.save +9 (+5 eff.) ---------- misc Masteries +0.15 Wild-gift/Fungus Curse of Nightmares Regenerate 152 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
warden's yew longbow of cold (Shrouds)4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +17 cold While equipped: Stats +2 Mag dps ---------- Dmg.mod +12% physical +9% temporal +15% cold Res.pen +9% temporal +8% physical ---------- misc Reload +2 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Curse of Shrouds Longbows are used to shoot arrows at your foes. |
stormbringer's hardened leather sling of piercing (Nightmares)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +10 lightning +13 cold While equipped: dps ---------- Mov.spd +27% Res.pen +10% lightning +11% cold +5% all Acc +10 (+5 eff.) Apr +9 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
pouch of steel shots 'Icefoe' (16/16, 30-36 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Rare] Master Power 30.0 - 36.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 16 Ranged+ +8 mind On Hit.r1 +4 mind +20 cold On Crit.r2 +8 light +4 cold On Hit: * 20% chance to reduce all saves and defense by 27 On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
iron shield of acid resistance (+15%) (Madness) (0 def, 2 armour, 7-8 power, 19 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 7.0 - 8.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +19 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
steel shield (Misfortune) (0 def, 4 armour, 16-19 power, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
rejuvenating cured leather armour (Misfortune) (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% HP.reg +2.60 ---------- misc Stam/turn +0.80 Curse of Misfortune A suit of armour made of leather. |
iron mail armour (Madness) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Curse of Madness A suit of armour made of mail. |
cleansing dwarven-steel mail armour (Corpses) (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +10% nature +10% blight Curse of Corpses A suit of armour made of mail. |
cleansing steel plate armour of resilience (Misfortune) (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +11% nature +10% blight Max.HP +20.00 Curse of Misfortune A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of spell shielding (Misfortune) (0 def, 18 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +7% arcane Spell.save +13 (+7 eff.) Curse of Misfortune A suit of armour made of metal plates. |
Girdle of the Calm Waters (Corpses)1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt of life (Misfortune)1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.80 Heal.mod +16% Curse of Misfortune A belt that goes around your waist. |
Stralite Sand Shredder (Corpses) (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Ritch Claws (Nightmares) (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Rushing Claws: Level 2.0 Pwr.cost 24 out of 24/24. Range 7 Travel.spd instantaneous Is a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
insulating hardened leather hat of strength (+4) (Corpses) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +7% cold Curse of Corpses A hat made of leather. Very stylish. |
stabilizing dwarven-steel helm of strength (+5) (Madness) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% Phys.save +12 (+4 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (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. |
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! |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Kerava the Orc Cursed level 12
26th Retaking 124th year of Ascendancy at 02:49 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Kerava the Orc Cursed level 13
33rd Retaking 124th year of Ascendancy at 00:36 see stats
Level 10 (Roguelike)
Got a character to level 10.By Kerava the Orc Cursed level 10
16th Retaking 124th year of Ascendancy at 11:03 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Kerava the Orc Cursed level 16
5th Revenge 124th year of Ascendancy at 20:11 see stats
Log
Talent Infusion: Wild is ready to use.
Talent Blindside is ready to use.
Bleeding from Poltergeist Stinger hits Kerava for 11 physical damage.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Resting starts...
Kerava stops bleeding.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Talent Slash is ready to use.
Talent Frenzy is ready to use.
Poltergeist Stinger uses Explosive Steam Engine.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Talent Rune: Shielding is ready to use.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Talent Block is ready to use.
Poltergeist Stinger no longer has a cursed wound.
Talent Infusion: Movement is ready to use.
Poltergeist Stinger uses Explosive Steam Engine.
Rested for 21 turns (stop reason: taken damage).
Something hits Kerava for 181 fire damage.
Kerava the level 19 orc cursed was blazed to death by a Poltergeist Stinger on level 1 of Hidden Vault - Ritch Hive (1).
Poltergeist Stinger is no longer being stalked by Kerava.
































































































