



















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. 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.
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Female |
Race | Orc |
Class | Annihilator |
Level / Exp | 23 / 82% |
Size | medium |
Lifes / Deaths | Killed by dreaming horror at level 23 on the 19th Pain 124th year of Ascendancy at 02:31 / 1 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 53 (base 44) |
Constitution | 14 (base 10) |
Magic | 31 (base 27) |
Willpower | 31 (base 10) |
Cunning | 50.2 (base 35) |
Resources
Life | -1/488 |
Steam | 93/100 |
Healing Factor | 1.2372895330003 |
Regeneration | 4.021190982251 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 29 |
See Invisible | 29 |
Offense: Mainhand
Damage | 39 |
Accuracy | 64 |
Crit Chance | 26% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 14 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
All | 0% |
Physical | +14% |
Fire | +10% |
Nature | +8% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 37.522593642275 (82.32946707186%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 28 |
Physical Save | 41 |
Spell Save | 20 |
Mental Save | 24 |
Defense: Resistances
Blight | + 11%( 70%) |
Physical | + 5%( 70%) |
Cold | + 46%( 70%) |
All | 0%( 70%) |
Lightning | + 53%( 70%) |
Temporal | + 7%( 70%) |
Mind | + 3%( 70%) |
Fire | + 5%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 30% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 52 steam. 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 100% efficiency and cooldown mod of 100%. |
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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Turrets | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Effects
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found 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 | ![]() 2.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +2 Resistance +5% lightning +7% temporal other ------- Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 139% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Fire Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Light source | ![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +4 Dex offense ------ Accuracy +9 (+2 eff.) defense ------ Armor +2 Fatigue +1% Resistance +5% fire +5% cold other ------- Light +5 A hat made of leather. Very stylish. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+2 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 55 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +5 Str +5 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +9 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +2 Cun offense ------ Spellpower +5 (+1 eff.) On-Hit 11 physical On-Ranged-Hit 7 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 22 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 22 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+3 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 | ![]() 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical On Hit: * splashes acid on your target dealing 39 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +3 Con offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +4 Dex offense ------ Accuracy +12 (+3 eff.) defense ------ Armor +3 Fatigue +3% other ------- Talents +1 Sand Shredder Unarmed combat: Weapon Damage 115% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +12.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | ![]() 7.0 Encumbrance T2 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 110% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: defense ------ Armor +14 Fatigue +8% Resistance +15% lightning +16% cold +3% mind Life +40.00 other ------- Wards +3 lightning +4 temporal +3 darkness +4 fire +4 nature +4 blight +4 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +9 (+4 eff.) Resistance +18% lightning +15% cold +0% nature Physical save +10 (+4 eff.) Stun Resist +30% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Disrupt/Master While equipped: defense ------ Armor +9 Hardiness +20% Defense +3 (+1 eff.) Fatigue +16% Resistance +15% lightning +11% nature +11% blight A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 255 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) Damage +5% darkness +5% temporal +5% light +5% physical other ------- Masteries +0.17 Steamtech/Physics Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ On-Hit 10 light On-Ranged-Hit 12 light Damage +13% light defense ------ Physical save +7 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag offense ------ Accuracy +7 (+1 eff.) Ignore Armor +9 defense ------ Defense +7 (+3 eff.) Spell save +8 (+4 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 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 92% 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! |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane/Nature Weapon Damage 110% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: offense ------ Damage +6% fire Ignore resists +14% fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Arcane/Nature Weapon Damage 107% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 blight On Hit: 20% Epidemic level 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 8 While equipped: Stats +7 Con +7 Wil defense ------ Life +39.00 Disease Resist +11% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +9 (+2 eff.) Ignore Armor +6 Sharp, short and deadly. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Ego] Arcane/Nature Weapon Damage 166% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +12 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 145% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +20 cold While equipped: Stats +5 Str offense ------ Damage +10% physical Accuracy +16 (+4 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master/Psionic Weapon Damage 142% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +14 mind On Hit: * 21% chance to reduce all saves and defense by 22 On Critical: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Cun +3 Wil offense ------ Physical Crit +10.0% Physical Power +9 (+4 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 147% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +7 temporal While equipped: offense ------ Ignore resists +12% physical Accuracy +16 (+4 eff.) Ignore Armor +9 defense ------ Resistance +17% temporal Massive two-handed swords. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spellpower +6 (+2 eff.) Sharp, long, and deadly. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +7 Con +5 Wil defense ------ Life +42.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Ego++] Arcane/Nature/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On Hit: 10% Shoot level 1 Uses 2.0 Steam While equipped: Stats +5 Str +4 Dex +5 Mag +4 Wil +4 Cun +5 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +1 Str +8 Wil +7 Con offense ------ Physical Power +6 (+3 eff.) defense ------ Life +18.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 24 [Unique] Steamtech Weapon Damage 117% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +4.0% Attack Speed 100% Block +50 On Hit: 10% To The Arms level 2 Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +7 (+3 eff.) Fatigue +8% other ------- Talents +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Ego+] Arcane/Steamtech Weapon Damage 102% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 Uses 1.0 Steam When used to Attack: On-hit +11 light +11 darkness While equipped: Stats +1 Cun +2 Mag offense ------ Damage +10% light +10% darkness defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +10% light +10% darkness other ------- Talents +1 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! |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 [Ego++] Arcane/Psionic/Steamtech Weapon Damage 139% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +66 On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam When used to Attack: On-crit, radius 2 +30 light +10 fire While equipped: offense ------ On shield block: * Deals 19 light and fire damage to each enemy blocked defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Resistance +5% light +9% fire 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! |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Mag +10 Wil offense ------ Damage +23% light +3% lightning defense ------ Resistance +27% light +9% all other ------- Mana/turn +0.24 Psi/turn +0.30 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 38.36 to 47.96 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +6 Str +2 Dex +2 Cun offense ------ Physical Power +8 (+3 eff.) defense ------ Armor +2 Fatigue +3% Physical save +8 (+3 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 128% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +12.0% Attack Speed 83% On Hit: 10% Set Up level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ On-Hit 7 physical Damage +4% arcane +5% physical defense ------ Armor +7 Unarmed combat: Weapon Damage 111% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +4 arcane On-Hit, radius 1 +5 physical On-crit, radius 2 +6 arcane +5 physical On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 48.2 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature While equipped: offense ------ Damage +12% fire defense ------ Defense +2 (+1 eff.) Resistance +18% fire A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +3% Physical save +12 (+4 eff.) A cap made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +4 Dex offense ------ Move Speed +20% defense ------ Armor +6 Defense +13 (+6 eff.) Fatigue +8% Resistance +16% cold A suit of armour made of leather. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego] Arcane/Master While equipped: defense ------ Armor +13 Fatigue +22% Resistance +21% lightning +12% light +12% darkness A suit of armour made of metal plates. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Miniature R2D2 Miniature R2D21.0 Encumbrance T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 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. |
![]() 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. |
potent pain suppressor salve [power 146] potent pain suppressor salve [power 146]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -146 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 130] simple healing salve [power 130]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 130 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 99 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 cold damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By EoR021 the Orc Annihilator level 11
45th Retaking 124th year of Ascendancy at 02:53 see stats
By EoR021 the Orc Annihilator level 14
3rd Revenge 124th year of Ascendancy at 14:38 see stats
By EoR021 the Orc Annihilator level 10
36th Retaking 124th year of Ascendancy at 03:18 see stats
By EoR021 the Orc Annihilator level 20
11st Pain 124th year of Ascendancy at 18:10 see stats
By EoR021 the Orc Annihilator level 20
11st Pain 124th year of Ascendancy at 23:23 see stats
By EoR021 the Orc Annihilator level 17
41st Revenge 124th year of Ascendancy at 20:26 see stats
Log
Dreaming horror receives 11 healing (17 psi heal).
Bleeding from Saw horror hits Dreaming horror for (8 dismissed), (4 resonance), 1 to psi, 2 physical (3 total damage).
Entropic Gift from Ravaging entropic rip hits EoR021 for (9 blocked), 0 temporal, (5 blocked), 0 darkness (0 total damage).
EoR021 activates Flamethrower.
Guardian turret's Gauss Cannon performs a ranged critical strike against Ravaging entropic rip!
Dream seed's mind surges with critical power!
Dream seed converts some damage to Psi!
Dreaming horror converts some damage to Psi!
Dream seed hits Guardian turret for 13 mind damage.
Saw horror's phys.bleed area effect hits Dreaming horror for (26 resonance), 10 to psi, 10 physical (20 total damage).
Guardian turret's Gauss Cannon hits Dream seed for 20 to psi, 28 lightning (48 total damage).
Guardian turret's Gauss Cannon hits Ravaging entropic rip for 135 lightning damage.
Guardian turret's Gauss Cannon hits Dream seed for 20 to psi, 28 lightning (49 total damage).
Guardian turret's Gauss Cannon hits Ravaging entropic rip for 41 lightning damage.
EoR021's Flame Jet performs a ranged critical strike against Ravaging entropic rip!
EoR021 roars triumphantly.
EoR021's Flame Jet hits Ravaging entropic rip for 79 fire damage.
Dreaming horror uses Distortion Wave.
Dreaming horror's mind surges with critical power!
Static Shield from EoR021 performs a melee critical strike against Dreaming horror!
EoR021 is knocked back!
EoR021 is stunned!
Dreaming horror converts some damage to Psi!
Dreaming horror mentally dismisses some damage!
EoR021's Flame Jet killed Ravaging entropic rip!
Dreaming horror hits EoR021 for (1 exoskeleton), 1 mind, (82 exoskeleton), 82 physical (83 total damage).
Dreaming horror hits Guardian turret for 245 physical, (77 shared), (1 shared) (323 total damage).
Static Shield from EoR021 hits Dreaming horror for (10 dismissed), (5 resonance), 2 to psi, 2 lightning, (8 dismissed), (4 resonance), 1 to psi, 2 physical (7 total damage).
EoR021 the level 23 orc annihilator was splattered to death by a dreaming horror on level 1 of Ruins of a lost city.