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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Sawbutcher |
| Level / Exp | 34 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Cyrogalaith the whitehoof maulotaur at level 34 on the 3rd Revenge 124th year of Ascendancy at 18:11 / 1 |
Primary Stats
| Strength | 49 (base 32) |
| Dexterity | 7 (base 10) |
| Constitution | 64 (base 42) |
| Magic | 13 (base 10) |
| Willpower | 32 (base 17) |
| Cunning | 67 (base 60) |
Resources
| Life | -426/1239 |
| Stamina | 234/254 |
| Steam | 10/115 |
| Healing Factor | 1.9693491138317 |
| Regeneration | 25.237380125333 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +106% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 8 |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 45 |
| Crit Chance | 26% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 45 |
| Crit Chance | 24% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +17% |
| Physical | +13% |
| All | +5% |
| Nature | +16% |
Offense: Damage Penetration
| Fire | +34% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 61.139431127222 (100%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 53 |
| Physical Save | 46 |
| Spell Save | 23 |
| Mental Save | 31 |
Defense: Resistances
| Lightning | + 70%( 70%) |
| Acid | + 24%( 70%) |
| Nature | + 43%( 70%) |
| Darkness | + 37%( 70%) |
| Cold | + 36%( 70%) |
| Physical | + 44%( 70%) |
| Fire | + 31%( 70%) |
| All | + 18%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Pinning Resistance | 63% |
| Disarm Resistance | 100% |
| Knockback Resistance | 32% |
| Stun Resistance | 50% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse 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 9.8 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 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 152% efficiency and cooldown mod of 81%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 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 146% efficiency and cooldown mod of 65%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.9 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Furnace | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 ErĂșan 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. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb 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 | restorative pair of dwarven-steel boots (0 def, 4 armour) 3.0 Encumbrance T3 feet armor [Ego+] Nature While equipped: defense ------ Armor +4 Fatigue +3% Life Regen +4.00 Healmod +11% other ------- Talents +1 Rocket Boots 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 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +11 (+4 eff.) Life +48.00 Healmod +15% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Gleampall' (0 def, 4 armour) 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Mag +3 Wil +0 Cun offense ------ Damage +12% light defense ------ Armor +4 Fatigue +4% Resistance +7% acid +8% lightning +9% cold +8% nature +7% fire Spell save +5 (+2 eff.) Mind save +8 (+4 eff.) Life +57.00 Healmod +13% Silence Resist +20% other ------- Mana-on-crit +2.00 Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Torchstone (0 def, 9 armour) 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun +1 Con offense ------ Physical Crit +1.0% On-Hit 5 lightning 6 physical Damage +5% lightning +8% physical Ignore resists +15% fire Accuracy +17 (+5 eff.) defense ------ Armor +9 Fatigue +3% Resistance +7% lightning +3% physical +8% darkness Disarm Resist +80% other ------- Infravision +2 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 4.2 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 7 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | soothing dwarven-steel torque of mindblast [power 210] (3/15 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 220 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 38. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+2 eff.) Accuracy +8 (+2 eff.) Ignore Armor +9 defense ------ Defense +9 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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 86% 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 | Gikath the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Physical Power +11 (+4 eff.) Spellpower +7 (+4 eff.) Mindpower +9 (+3 eff.) Damage +11% nature +5% all On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +22% nature +3% fire Physical save +9 (+3 eff.) Life +26.00 Disarm Resist +34% Pinning Resist +27% Knockbk Resist +32% Teleport Resist +20% Rings make your fingers look great! |
| Around neck | The Black Core =Life blind=0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Blackpall the stralite steamsaw (45-68 power, 0 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Weapon Damage 45.0 - 67.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +74 On-crit, radius 2 +12 fire On Hit: * 20% chance to reduce damage dealt by 21% * chills your foe dealing 33 damage and slowing them by one tenth of a turn Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +3.0% Global Speed +6% Ignore resists +5% physical +19% fire defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Resistance +22% lightning other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | reinforced rough leather belt of life 1.0 Encumbrance T1 belt armor [Ego+] Nature/Master While equipped: defense ------ Armor +5 Defense +6 (+3 eff.) Physical save +10 (+3 eff.) Life Regen +0.90 Healmod +11% A belt that goes around your waist. |
| In off hand | windwalling dwarven-steel steamsaw of enduring (26-38 power, 0 apr) 3.0 Encumbrance T3 steamsaw 1H weapon [Ego++] Nature/Psionic/Steamtech Weapon Damage 25.5 - 38.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +50 On Hit: * chills your foe dealing 29 damage and slowing them by one tenth of a turn Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +8 Con +11 Wil defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +12% physical Windwall +34 Slow Projectiles +17% Life +15.00 other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Cloak of Daggers (10 def, 0 armour) 2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+2 eff.) defense ------ Defense +10 (+5 eff.) Resistance +30% lightning +0% fire +0% light Physical save +10 (+3 eff.) Stun Resist +50% Has a 50% chance each turn to slash an adjacent enemy for 159 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
| Main armor | rejuvenating dwarven-steel plate armour of lightning resistance (0 def, 14 armour) 17.0 Encumbrance T3 massive armor [Ego] Nature/Master While equipped: defense ------ Armor +14 Hardiness +20% Fatigue +25% Resistance +18% lightning Life Regen +2.00 other ------- Stamina/turn +0.80 A suit of armour made of metal plates. |
Inventory
movement infusion of the titan (speed 731%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 731% 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 Constitution stat. 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 titan (heal 410; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 410 life over 5 turns. Its effects scale with your Constitution stat. 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 sneak (range 6; phase 19; cd 20)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Cunning stat. 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 sneak (absorb 113; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 113 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Headlamp0.1 Encumbrance 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. |
3 schematic: Iron Grip0.1 Encumbrance 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: Mental Stimulator0.1 Encumbrance 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: Shocking Edge0.1 Encumbrance 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: Steamsaw0.1 Encumbrance 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. |
Vargh Redemption =resistance=0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.66 cold and 13.63 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Arthidur the vined mindstar (6-7 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +12 mind While equipped: Stats +11 Con offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Resistance +9% darkness +5% arcane +15% fire +6% mind +4% nature other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
Girdle of the Calm Waters =resistances=1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Assassin's Surprise (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 19 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 58 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. |
32 onyx0.0 Encumbrance 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. |
8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
41 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Arivena (dig speed 14 turns)3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats +6 Str +2 Con offense ------ Mind Crit +1% Damage +12% mind Ignore resists +10% mind defense ------ Fatigue -6% Resistance +8% darkness +7% fire other ------- Hate-on-crit +1.00 Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
38 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor0.0 Encumbrance 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. |
26 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
powerful fiery salve [power 25] powerful fiery salve [power 25]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 65% cooldown modifier. Remove 2 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 25] powerful frost salve [power 25]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 65% cooldown modifier. Remove 2 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 344] powerful healing salve [power 344]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 65% cooldown modifier. Heal 344 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful water salve [power 25] powerful water salve [power 25]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 146% efficiency and 65% cooldown modifier. Remove 2 mental effects and grants a water aura (25% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
dwarven steel mental stimulator0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun defense ------ Mind save +9 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
good fireproof coating0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +10% light +10% fire Tinkers can be attached to normal items to improve them with steam power! |
quick steel torque of psionic shield [power 41] (3/18 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 41 for 5 turns Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance 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. |
33 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light 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 Hatecrewdeathroll the Kruk Yeti Sawbutcher level 12
15th Retaking 124th year of Ascendancy at 18:09 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 14
19th Retaking 124th year of Ascendancy at 11:34 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 32
45th Retaking 124th year of Ascendancy at 04:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 10
14th Retaking 124th year of Ascendancy at 04:42 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 20
33rd Retaking 124th year of Ascendancy at 07:27 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 30
42nd Retaking 124th year of Ascendancy at 08:24 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 34
3rd Revenge 124th year of Ascendancy at 18:02 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 28
41st Retaking 124th year of Ascendancy at 19:10 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 33
48th Retaking 124th year of Ascendancy at 19:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 17
24th Retaking 124th year of Ascendancy at 02:39 see stats
Log
Hatecrewdeathroll hits Cyrogalaith the whitehoof maulotaur for (48 to psi shield), (64 flat reduction), 8 physical, (3 flat reduction), 0 darkness, (2 flat reduction), 0 lightning, (27 flat reduction), 0 fire, (1 to psi shield), (1 flat reduction), 0 physical, (1 to psi shield), (1 flat reduction), 0 physical, (3 flat reduction), 0 lightning, (1 to psi shield), (1 flat reduction), 0 physical (8 total damage).
Hatecrewdeathroll hits Something for 3 physical, 3 lightning, 3 physical (8 total damage).
Hatecrewdeathroll uses Furnace Vent.
You collect a new ingredient: vial of squid ink (1).
Betyta the whitehoof ghoul's creeping dark strikes Hatecrewdeathroll in the darkness (+52% damage).
Betyta the whitehoof ghoul's creeping dark hits Hatecrewdeathroll for 0 darkness damage.
Betyta the whitehoof ghoul's creeping dark hits Cyrogalaith the whitehoof maulotaur for (45 flat reduction), 0 darkness (0 total damage).
Hatecrewdeathroll hits Cyrogalaith the whitehoof maulotaur for (58 flat reduction), 0 fire (0 total damage).
Hatecrewdeathroll hits Something for 57 fire damage.
Hatecrewdeathroll hits Something for (58 flat reduction), 0 fire (0 total damage).
Hatecrewdeathroll hits Something for 62 fire damage.
Hatecrewdeathroll hits Something for 62 fire damage.
Talent To The Arms is ready to use.
Talent Punishment is ready to use.
Talent Bloodstream is ready to use.
Talent Furnace Vent is ready to use.
Talent Implant: Medical Injector is ready to use.
Hatecrewdeathroll's Cloak of Daggers lashes out, cutting Cyrogalaith the whitehoof maulotaur!
Bleeding from Yvemina the dragon turtle hits Hatecrewdeathroll for 6 physical damage.
Hatecrewdeathroll hits Cyrogalaith the whitehoof maulotaur for (23 to psi shield), (35 flat reduction), 0 physical (0 total damage).
Cyrogalaith the whitehoof maulotaur uses Realign.
Cyrogalaith the whitehoof maulotaur is free from the iron grip.
Cyrogalaith the whitehoof maulotaur stops burning.
Cyrogalaith the whitehoof maulotaur is cured!
Cyrogalaith the whitehoof maulotaur receives 280 healing.
Ghoul's purging blight area effect hits Betyta the whitehoof ghoul for (38 flat reduction), 0 blight (0 total damage).
Ghoul's purging blight area effect hits Cyrogalaith the whitehoof maulotaur for (43 flat reduction), 0 blight (0 total damage).
Ghoul's purging blight area effect hits Hatecrewdeathroll for 0 blight damage.
Cyrogalaith the whitehoof maulotaur's Beyond the Flesh hits Hatecrewdeathroll for 78 physical damage.
Hatecrewdeathroll the level 34 kruk yeti sawbutcher was struck to death by Cyrogalaith the whitehoof maulotaur on level 3 of Krimbul Territory.





























































































