








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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.
Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Annoying Sounds Fix 1.7.2This game is filled with super loud sounds that are played far too frequently. This mod should fix that. Items Vault 1.7.0Donators/Buyers bonus! 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Doombringer |
| Level / Exp | 27 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Neryta the whitehoof maulotaur at level 27 on the 33rd Revenge 124th year of Ascendancy at 12:34 / 1 |
Primary Stats
| Strength | 71 (base 58) |
| Dexterity | 23 (base 10) |
| Constitution | 20 (base 12) |
| Magic | 59 (base 49) |
| Willpower | 10 (base 10) |
| Cunning | 32 (base 11) |
Resources
| Life | -184/857 |
| Steam | 80/100 |
| Stamina | 178/178 |
| Vim | 88/267 |
| Healing Factor | 1.387058885578 |
| Regeneration | 5.0871036220087 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
| See Stealth | 16 |
| See Invisible | 23 |
Offense: Mainhand
| Damage | 157 |
| Accuracy | 46 |
| Crit Chance | 25% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Light | +12% |
| Physical | +3% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 70.723073231957 (100%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 19 |
| Physical Save | 31 |
| Spell Save | 22 |
| Mental Save | 14 |
Defense: Resistances
| Fire | + 25%( 70%) |
| Nature | + 11%( 70%) |
| Blight | + 9%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 18% |
| Poison Resistance | 100% |
| Blind Resistance | 55% |
| Silence Resistance | 80% |
| Bleed Resistance | 100% |
| Disarm Resistance | 80% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 283 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 79 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. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Wrath | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.43 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 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 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 |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! | 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 | Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+3 eff.) ----- def ----- Armour +12 Defense +10 (+5 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
| On hands | sand hardened leather gloves of dexterity (+3) (0 def, 7 armour) 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 physical Dmg.mod +3% physical Acc +16 (+5 eff.) ----- def ----- Armour +7 Disarm- +80% ---------- misc Talents +3 Iron Grip 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. |
| On head | Quasit's Skull (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 (+6 eff.) Silence- +30% Stun/Frz- +30% 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. |
| Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | rogue's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +3 Mag dps ---------- Melee+ 13 light Ranged+ 12 light Dmg.mod +12% light ----- def ----- Defense +8 (+4 eff.) Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +7 (+3 eff.) S.pwr/crit +8 ----- def ----- Resists +11% nature +9% blight Blind- +32% Poison- +18% Disease- +16% ---------- misc Mana/turn +0.04 Max.vim +20.00 Infravis +3 See.Stealth +10 See.Invis +13 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | warrior's steel amulet of mastery (0.13 Corruption / Demonic strength)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Masteries +0.13 Corruption/Demonic strength Amulets make your neck look great! |
| In main hand | Latafayn (68-109 power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 50% Mag, 125% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
| Main armor | Therapeutic Platemail (4 def, 22 armour) 12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+5 eff.) Melee Ret 30 physical ----- def ----- Armour +22 Hardiness +0% Defense +4 (+2 eff.) Fatigue +23% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
| Light source | watchleader's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +51.00 Blind- +23% Confus- +18% ---------- misc Light +8 See.Stealth +6 See.Invis +10 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| Around waist | Jaw of Rogroth 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Inventory
medical injector implant of the wizard (efficiency 171% / cooldown 70%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 171% efficiency and cooldown mod of 70%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
ethereal rune of the wizard (power 22; resist 21%; move 51%; dur 5; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 21% all resistance, you move 51% faster, and you are invisible (power 22). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1420% over 10 turns; mana 71; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1420% for 10 turns (6 total) and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+7 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
dwarven-steel greatsword of paradox (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 35.5 - 56.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 temporal While equipped: ----- def ----- Resists +12% temporal Massive two-handed swords. |
dwarven-steel greatsword of phasing (36-58 power, 12 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 36.0 - 57.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +3.5% Atk.spd 100% Phasing +17% Massive two-handed swords. |
truestriking iron greatsword of evisceration (17-27 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego++] Master Power 17.0 - 27.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+1 eff.) Res.pen +9% physical Acc +9 (+3 eff.) Apr +7 Massive two-handed swords. |
truestriking steel greatsword of massacre (30-47 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 29.5 - 47.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +10 (+3 eff.) Apr +12 Massive two-handed swords. |
Glarebreeze4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Random Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +20 lightning On Hit.r1 +8 acid On Hit: * 20% chance to reduce armor by 36% While equipped: dps ---------- Dmg.mod +24% lightning Res.pen +10% acid +32% physical ---------- misc Light +3 Longbows are used to shoot arrows at your foes. |
Boltgrit (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +10 Str +2 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +6 Dmg.mod +15% acid ----- def ----- Resists +21% lightning Crit.dmg- 15.00% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mindwoven woollen robe of darkness (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +12% darkness ----- def ----- Resists +18% darkness +9% all Mind.save +17 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +12.00% ----- def ----- Resists +11% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Max.HP +30.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of leather. |
20 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
21 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature 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. |
20 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent healing salve [power 214] potent healing salve [power 214]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 51% cooldown modifier. Heal 214 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 19] powerful frost salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 51% cooldown modifier. Remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Chalivon [power 500] (20 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Spell.crit +3% S.pwr/crit +8 Dmg.mod +6% arcane +12% blight Create a shield absorbing up to 500 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 3 beneficial effects by 2. 100% to gain a 22% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration [power 160] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 160 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Gunnar the Whitehoof Doombringer level 27
33rd Revenge 124th year of Ascendancy at 03:29 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Gunnar the Whitehoof Doombringer level 12
27th Retaking 124th year of Ascendancy at 09:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gunnar the Whitehoof Doombringer level 10
21st Retaking 124th year of Ascendancy at 16:35 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Gunnar the Whitehoof Doombringer level 20
8th Revenge 124th year of Ascendancy at 20:33 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Gunnar the Whitehoof Doombringer level 21
9th Revenge 124th year of Ascendancy at 09:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gunnar the Whitehoof Doombringer level 16
38th Retaking 124th year of Ascendancy at 13:00 see stats
Log
The shield around Gunnar crumbles.
The diseases of Neryta the whitehoof maulotaur spread!
Gunnar is afflicted by a decrepitude disease!
The Cog spins up and deflects the blow from Gunnar!
Weakness Disease from Neryta the whitehoof maulotaur hits Gunnar for 34 blight damage.
Decrepitude Disease from Neryta the whitehoof maulotaur hits Gunnar for 34 blight damage.
Epidemic from Neryta the whitehoof maulotaur hits Gunnar for 0 blight damage.
Curse of Death from Neryta the whitehoof maulotaur hits Gunnar for 37 darkness damage.
Neryta the whitehoof maulotaur's Soul Rot hits Gunnar for (78 absorbed), 207 blight (207 total damage).
Gunnar casts Surge of Power.
Gunnar surges with an incredible power!
Gunnar receives 54 healing from Surge of Power.
Gunnar steals life from Neryta the whitehoof maulotaur!
Melee retaliation hits Gunnar for 1 blight damage.
Gunnar hits Neryta the whitehoof maulotaur for (42 flat reduction), 12 fire, (42 flat reduction), 43 physical, (7 flat reduction), 0 physical, (13 flat reduction), 0 light, (10 flat reduction), 0 fire, (40 flat reduction), 0 fire (55 total damage).
Neryta the whitehoof maulotaur's armour is more intact.
Neryta the whitehoof maulotaur casts Drain.
The diseases of Neryta the whitehoof maulotaur spread!
Neryta the whitehoof maulotaur hits Gunnar for 227 blight damage.
Gunnar receives 1 healing from Devouring flames from Gunnar.
Burning from Gunnar hits Neryta the whitehoof maulotaur for (42 flat reduction), 122 fire (122 total damage).
Gunnar is free from the weakness disease.
Decrepitude Disease from Neryta the whitehoof maulotaur hits Gunnar for 34 blight damage.
Curse of Death from Neryta the whitehoof maulotaur hits Gunnar for 39 darkness damage.
Epidemic from Neryta the whitehoof maulotaur hits Gunnar for 43 blight damage.
Neryta the whitehoof maulotaur casts Lightning.
Neryta the whitehoof maulotaur's spell attains critical power!
Neryta the whitehoof maulotaur hits Gunnar for 444 lightning damage.
Gunnar the level 27 whitehoof doombringer was bolted to death by Neryta the whitehoof maulotaur on level 2 of Krimbul Territory.













































































































