










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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. Auto Loot Transmo 1.7.4Allows the game to auto transmo loots based on item types and some more advanced options. Press Ctrl + Alt + T to config. Schematics will never be picked up. It'll either be used immediately to unlock the tinker, or be destroyed if the player has already learned it. 0.0.0 - All functions have been tested separately. However considering the complexity of this addon, real-play tests are necessary. Another Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Updated to fix some issues with tradewind rider's fix Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) 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: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Fix demon seed savefile issue 1.7.6Fix some save file issues: demon seeds/ object talent data/ stacks of gems/... Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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 | Whitehoof |
| Class | Reaver |
| Level / Exp | 22 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Betyssra the whitehoof ghoul at level 22 on the 4th Dearth 124th year of Ascendancy at 19:54 / 1 |
Primary Stats
| Strength | 48 (base 29) |
| Dexterity | 19 (base 11) |
| Constitution | 16 (base 10) |
| Magic | 76 (base 51) |
| Willpower | 29 (base 10) |
| Cunning | 38 (base 24) |
Resources
| Life | -104/585 |
| Steam | 77/100 |
| Vim | 144/282 |
| Healing Factor | 1.0545771506546 |
| Regeneration | 0.26364428766364 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 47 |
| Crit Chance | 9% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 47 |
| Crit Chance | 18% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +7% |
| Light | +10% |
| Cold | +27% |
| Blight | +20% |
| Arcane | +25% |
| Fire | +30% |
| All | 0% |
Offense: Damage Penetration
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 27 (58.594633868923%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 28 |
| Mental Save | 31 |
Defense: Resistances
| Arcane | + 30%( 70%) |
| Lightning | + 24%( 70%) |
| Cold | + 70%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 28% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
| Poison Resistance | 100% |
| Silence Resistance | 50% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 293 damage for 4 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 34 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. |
| 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 164% efficiency and cooldown mod of 55%. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 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 |
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 |
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 | Aetherwalk (6 def, 0 armour) 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+4 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Talents +2 Rocket Boots Creates an arcane explosion dealing 212 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 10/24 A wispy purple aura surrounds these translucent black boots. |
| Light source | bright alchemist's lamp of focus1.0 Encumbrance T3 lite [Ego] Master/Psionic While equipped: Stats +5 Wil offense ------ Damage +7% mind other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | stabilizing dwarven-steel helm of the depths (0 def, 4 armour) =wb=3.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Fatigue +4% Resistance +5% cold Physical save +10 (+5 eff.) other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Freezespitter the ash wand of lightning storm, soothing, lightning storm [power 194] (12/15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% cold Accuracy +10 (+3 eff.) defense ------ Armor +8 Resistance +6% cold Unlife -80.00 life other ------- Max stamina +30.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 15 turn cooldown 100% to heal for 48. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | voratun ring 'Aloleg', pilfering, pixie, psionic0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +6 Mag +7 Wil +5 Cun offense ------ Spellpower +12 (+3 eff.) Accuracy +14 (+4 eff.) Ignore Armor +14 defense ------ Defense +11 (+4 eff.) Crit Resistance 10.00% Mind save +8 (+4 eff.) other ------- Light +2 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 | warrior's gold ring of frost (+22%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Damage +11% cold defense ------ Armor +8 Resistance +22% cold Rings make your fingers look great! |
| Around neck | Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+4 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | Plague-Fire Sceptre (52 - 63 damage, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+7 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 11/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
| On hands | hardened leather gloves 'Maleroddandil', iron (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +5 Dex +10 Wil +4 Con defense ------ Armor +2 Mind save +12 (+6 eff.) Disarm Resist +28% other ------- Max stamina +10.00 Talents +1 Sand Shredder Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 16.0 - 17.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Disarm level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | Crooked Club (36 - 51 damage, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +18% lightning +15% cold Physical save +10 (+5 eff.) Stun Resist +30% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Silk Current (12 def, 3 armour) 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Armor +3 Hardiness +20% Defense +12 (+4 eff.) Fatigue +3% Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
medical injector implant (efficiency 91% / cooldown 99%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 91% efficiency and cooldown mod of 99%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 7)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 28 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.8 steam per turn. Can be activated for an instant burst of 34 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 8)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
stabilizing steel amulet of vision0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +10% temporal Blind Resist +14% Pinning Resist +26% Knockbk Resist +24% other ------- Infravision +3 Sight +2 See Invisibility +7 Amulets make your neck look great! |
steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+3 eff.) Ignore Armor +8 defense ------ Defense +8 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
Nightjam the ash magestaff, cruel (35 - 42 damage, 3 apr, cold element) =8 dex 2 cun=5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str +8 Dex +4 Cun offense ------ Spell Crit +9% Critical power +12.00% Spellpower +6 (+2 eff.) Damage +6% darkness +15% cold Ignore resists +5% darkness other ------- Talents +1 Command Staff This staff offers 15% bonus to cold damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
warbringer's steel greatmaul of enduring (41 - 62 damage, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego++] Nature/Master Weapon Damage 27.5 - 41.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +13 Con +10 Wil offense ------ Physical Power +9 (+4 eff.) Ignore resists +7% physical defense ------ Life +14.00 Disarm Resist +20% Massive two-handed mauls. |
ash longbow4.0 Encumbrance T2 longbow 2H weapon [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Longbows are used to shoot arrows at your foes. |
fungal cured leather sling of enduring =5 wil 7 con=4.0 Encumbrance T2 sling 1H weapon [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +7 Con +5 Wil defense ------ Life +13.00 other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 76 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
linen cloak of Eldoral (1 def, 0 armour) =2 dex=2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 14.0 - 15.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
insulating rough leather hat of dexterity (+2) (0 def, 1 armour) =2 dex=2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +1 Fatigue +1% Resistance +5% fire +5% cold A hat made of leather. Very stylish. |
rough leather cap of constitution (+2) (0 def, 1 armour) =2 con=2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
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. |
powerful healing salve [power 205] powerful healing salve [power 205]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 205 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
dwarven-steel pickaxe of Reknor (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +7% darkness +6% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 126% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
focusing elm totem of thorny skin [power 16] (12/20 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of stinging [power 134] (12/20 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 134 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
focusing ash wand of clairvoyance [power 10] (12/15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 76 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful yew wand of conjuration [power 205] (12/15 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Fire a magical bolt dealing 205 acid damage Puts all charms on 15 turn cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yeti's Muscle Tissue (Behemoth)1.0 Encumbrance 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 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Bruiser Bro the Whitehoof Reaver level 13
37th Retaking 124th year of Ascendancy at 06:49 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bruiser Bro the Whitehoof Reaver level 10
17th Retaking 124th year of Ascendancy at 11:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bruiser Bro the Whitehoof Reaver level 20
33rd Pain 124th year of Ascendancy at 16:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bruiser Bro the Whitehoof Reaver level 19
32nd Pain 124th year of Ascendancy at 21:37 see stats
Log
Bruiser Bro is not stunned anymore.
Talent Drain is ready to use.
LIFE LOST WARNING!
Betyssra the whitehoof ghoul is not dazed anymore.
Betyssra the whitehoof ghoul hits Carrion worm mass for 74 lightning damage.
Betyssra the whitehoof ghoul hits Bruiser Bro for (6 flat reduction), 31 lightning (31 total damage).
Burning from Betyssra the whitehoof ghoul hits Bruiser Bro for (6 flat reduction), 4 fire (4 total damage).
Carrion worm mass's wormblight area effect hits Betyssra the whitehoof ghoul for (9 flat reduction), 34 blight (34 total damage).
Bruiser Bro receives 17 healing from Carrion worm mass's wormblight area effect.
Carrion worm mass's wormblight area effect hits Yvelranne the whitehoof maulotaur for (30 flat reduction), 5 blight (5 total damage).
Carrion worm mass's wormblight area effect hits Betilravea the whitehoof ghoul for (6 flat reduction), 42 blight (42 total damage).
Carrion worm mass's wormblight area effect hits Yvelranne the whitehoof maulotaur for (30 flat reduction), 5 blight (5 total damage).
Bruiser Bro receives 17 healing from Carrion worm mass's wormblight area effect.
Carrion worm mass is dazed!
Bruiser Bro is confused and fails to use Worm Walk.
Betyssra the whitehoof ghoul's Beyond the Flesh performs a melee critical strike against Carrion worm mass!
Carrion worm mass is not dazed anymore.
Yvelranne the whitehoof maulotaur is no longer out of phase.
Betyssra the whitehoof ghoul's Beyond the Flesh hits Carrion worm mass for 92 physical damage.
Burning from Betyssra the whitehoof ghoul hits Yvelranne the whitehoof maulotaur for (17 flat reduction), 0 fire (0 total damage).
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 48.
Yvelranne the whitehoof maulotaur casts Lightning.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 28.
Betyssra the whitehoof ghoul's Beyond the Flesh killed Carrion worm mass!
Melee retaliation hits Yvelranne the whitehoof maulotaur for (7 flat reduction), 0 cold (0 total damage).
Yvelranne the whitehoof maulotaur hits Bruiser Bro for (4 flat reduction), 143 physical, (4 flat reduction), 13 darkness, (4 flat reduction), 6 light, (4 flat reduction), 1 lightning, (4 flat reduction), 83 lightning (246 total damage).
Betyssra the whitehoof ghoul uses Brainfreeze.
Betyssra the whitehoof ghoul hits Bruiser Bro for (4 flat reduction), 49 cold (49 total damage).
Bruiser Bro the level 22 whitehoof reaver was frozen and shattered into a million little shards to death by Betyssra the whitehoof ghoul on level 2 of Krimbul Territory.






















































































