












Character
| 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! 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Orc |
| Class | Archmage (Technomancer) |
| Level / Exp | 29 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Islith the whitehoof ghoul at level 29 on the 50th Revenge 124th year of Ascendancy at 11:24 / 1 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 25 (base 10) |
| Magic | 67 (base 60) |
| Willpower | 65 (base 53) |
| Cunning | 26 (base 13) |
Resources
| Life | -137/543 |
| Mana | 57/571 |
| Steam | 84/100 |
| Healing Factor | 1.3245178243369 |
| Regeneration | 8.2782364021056 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 23 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +50% |
| Light | +10% |
| Temporal | +3% |
| Arcane | +7% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +22% |
| Acid | +27% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 2 |
| Physical Save | 23 |
| Spell Save | 39 |
| Mental Save | 36 |
Defense: Resistances
| Blight | + 43%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 33%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 63%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 36%( 70%) |
| Darkness | + 28%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Bleed Resistance | 20% |
| Silence Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Occult technomancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Galvanic technomancy | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 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 |
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 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. | active |
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 | dreamer's pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +3 Fatigue +2% Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | preserving brass lantern2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +1 Con defense ------ Resistance +5% blight Life Regen +2.00 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 | cashmere wizard hat 'Ragareromimnir' (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Defense +2 (+1 eff.) Resistance +8% lightning +7% temporal +6% darkness +3% blight +9% nature Life +60.00 Silence Resist +30% other ------- Infravision +1 A pointy cloth hat, very wizardly... |
| Tool | Zubymira [power 3] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +1 Dex +3 Mag +4 Con offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% blight +12% temporal Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 31% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Yarodir the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +9 Dex +9 Cun +7 Con offense ------ Physical Power +13 (+6 eff.) Damage +15% lightning Accuracy +11 (+6 eff.) defense ------ Resistance +30% lightning Healmod +5% Cut Resist +20% Silence Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
| On fingers | The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
| Around waist | Girdle of the Calm Waters1.0 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. |
| In main hand | Emelama the Tempestparry (120% power, 4 apr, lightning element) 5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * shock your foe dealing 13 damage and draining some of their resources While equipped: offense ------ Spell Crit +11% Critical power +15.00% Spellpower +9 (+3 eff.) Damage +20% lightning +3% cold Ignore resists +15% lightning When Hit 4 fire defense ------ Resistance +3% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | temporal hardened leather gloves of spellstriking (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+2 eff.) On-Hit 4 arcane 5 temporal On-Ranged-Hit 8 temporal Damage +7% arcane +3% temporal defense ------ Armor +2 Resistance +6% arcane +5% temporal other ------- Talents +3 Fatal Attractor Unarmed combat: Weapon Damage 118% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +9 arcane On Hit: 10% Manathrust level 3 On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | mindwoven woollen robe of light (+15%) (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +10% light defense ------ Resistance +15% light +9% all Mind save +15 (+6 eff.) other ------- Talents +3 Arcane Dynamo A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Salurissra the Strikebliss (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Damage +15% lightning Ignore resists +20% acid defense ------ Defense +2 (+1 eff.) Resistance +18% lightning +6% temporal +6% cold Life Regen +4.00 Stun Resist +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+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." |
Inventory
medical injector implant of the duelist (efficiency 134% / cooldown 50%)0.1 Encumbrance T1 implant scroll [Ego] 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 134% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Armour Reinforcement0.1 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. |
2 schematic: Explosive Shell0.1 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: Grounding Strap0.1 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: Itching Powder0.1 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: Moss Tread0.1 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: Poison Groove0.1 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. |
restful gold amulet of constitution (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
short elm magestaff of illumination (100% power, 2 apr, lightning element)5.0 Encumbrance T1 staff 1H weapon [Ego] Nature/Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning defense ------ Defense +5 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 150.28 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
windwalling iron steamsaw of ruin (65% power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego++] Master/Psionic/Steamtech Weapon Damage 100% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Metaphasic Spin Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +8 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil offense ------ Physical Crit +5.0% Critical power +12.00% Ignore Armor +6 defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% Resistance +11% physical Windwall +10 Slow Projectiles +12% 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! |
Gumira the hardened leather armour (20 def, 6 armour)9.0 Encumbrance T3 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +10 Dex +5 Mag +3 Wil +8 Cun offense ------ Physical Crit +5.0% Ignore Armor +10 defense ------ Armor +6 Defense +20 (+10 eff.) Fatigue +8% Resistance +18% cold Life +41.00 other ------- Stamina/turn +0.80 See Invisibility +3 Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 88 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Voranor the Scorchbrace (20/20, 119% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 120% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +17 Ignore Armor +7 Critical Rate +1.5% Capacity 20 On-ranged-hit +16 mind On-Hit, radius 1 +20 fire +16 mind +20 arcane On-crit, radius 2 +20 arcane +8 mind Arrows are used with bows to pierce your foes to death. |
41 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. |
14 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. |
34 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
23 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. |
20 topaz0.0 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. |
Salamira (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +5 Dex +3 Con defense ------ Resistance +6% darkness Crit Resistance 15.00% Affinity +15% darkness other ------- Light +2 Infravision +6 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. |
43 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. |
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. |
42 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. |
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. |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
20 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. |
42 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. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Vetra the Orc Archmage level 15
50th Retaking 124th year of Ascendancy at 09:29 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Vetra the Orc Archmage level 14
47th Retaking 124th year of Ascendancy at 10:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Vetra the Orc Archmage level 10
34th Retaking 124th year of Ascendancy at 20:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Vetra the Orc Archmage level 20
23rd Revenge 124th year of Ascendancy at 15:10 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Vetra the Orc Archmage level 27
41st Revenge 124th year of Ascendancy at 18:16 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Vetra the Orc Archmage level 23
26th Revenge 124th year of Ascendancy at 17:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vetra the Orc Archmage level 18
9th Revenge 124th year of Ascendancy at 07:18 see stats
Log
Talent Galvanic Rod is ready to use.
Thunderstorm hits Whitehoof maulotaur for (35 flat reduction), 0 lightning (0 total damage).
Rotting Disease from Aerytha the ghast hits Vetra for 28 blight damage.
LIFE LOST WARNING!
Vetra uses Infusion: Wild.
Vetra lessens the pain.
Vetra casts Arcane Reconstruction.
Vetra receives 373 healing.
Metaphasic Spin performs a melee critical strike against Whitehoof ghoul!
Aerytha the ghast performs a diseased attack against Vetra.
Vetra is afflicted by a decrepitude disease!
Metaphasic Spin hits Aerytha the ghast for (26 turned into osmosis), 26 arcane, (6 turned into osmosis), 6 temporal, (5 turned into osmosis), 5 arcane (37 total damage).
Metaphasic Spin hits Whitehoof ghoul for (42 flat reduction), 12 arcane, (42 flat reduction), 5 temporal, 0 arcane, (4 flat reduction), 0 temporal, (3 flat reduction), 0 arcane (18 total damage).
Melee retaliation hits Aerytha the ghast for (5 turned into osmosis), 5 fire (5 total damage).
Melee retaliation hits Whitehoof ghoul for (3 flat reduction), 0 fire (0 total damage).
Whitehoof ghoul hits Vetra for 129 physical, 12 darkness (141 total damage).
Melee retaliation hits Vetra for 3 lightning damage.
Aerytha the ghast hits Vetra for 186 physical, 6 darkness, 4 lightning, (15 ignored), 0 blight (196 total damage).
Islith the whitehoof ghoul rearms.
Whitehoof maulotaur casts Lightning.
Whitehoof maulotaur hits Vetra for 88 lightning damage.
Whitehoof maulotaur hits Whitehoof ghoul for (36 flat reduction), 151 lightning (151 total damage).
Aerytha the ghast receives 104 healing.
Islith the whitehoof ghoul throws two quick punches.
Metaphasic Spin hits Islith the whitehoof ghoul for (40 flat reduction), 0 arcane, (21 flat reduction), 0 temporal, 0 arcane, (3 flat reduction), 0 temporal, (4 flat reduction), 0 arcane (0 total damage).
Melee retaliation hits Islith the whitehoof ghoul for (3 flat reduction), 0 fire, (3 flat reduction), 0 fire (0 total damage).
Islith the whitehoof ghoul hits Vetra for 171 physical damage.
Vetra the level 29 orc archmage was swiped to death by Islith the whitehoof ghoul on level 2 of Krimbul Territory.
The furious lightning storm around Vetra calms down and disappears.




















































































































