









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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:
Deathknight Vanilla 1.7.6Adds a new warrior subclass with bulwark, arcane blade and necromancer abilities. Brightwood UI 1.7.6Brightwood UI - originally by daftigod. Danger Alert 1.7.6Add a display of estimated threats in monster's tooltip. OldRPG Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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 Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Improved Auto-explore and Rest vNext 1.7.6Quality of Life improvements for resting and auto-exploring. All credit to improved-restauto & the many authors who actually wrote this. 0.0.1: - Tweak Player.lua code to match latest code from upstream - Remove Restart Sustains compatibility which really just dropped this Mods entire reason for existing - Remove PartyLore which did nothing different than upstream, but lost some functionality - Update PlayerExplore from upstream See "improved-restauto" http://forums.te4.org/viewtopic.php?f=50&t=44401 for orig version Items Vault 1.7.6Donators/Buyers bonus! 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. OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Modified Item Descriptions 1.7.6这是基于 Cleaner Item Descriptions 制作的插件,为中文玩家进行了汉化。 OldRPG Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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:
OldRPG Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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 | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Bulwark |
| Level / Exp | 18 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant yeti rider at level 5 on the 14th Retaking 124th year of Ascendancy at 03:46 0 / 6Killed by sun-mage at level 12 on the 51st Retaking 124th year of Ascendancy at 22:27 Killed by sun-mage at level 12 on the 52nd Retaking 124th year of Ascendancy at 02:15 Killed by sun-mage at level 12 on the 52nd Retaking 124th year of Ascendancy at 04:00 Killed by Nektosh the One-Horned at level 16 on the 11st Revenge 124th year of Ascendancy at 17:32 Killed by luminous horror at level 18 on the 32nd Revenge 124th year of Ascendancy at 13:26 |
Primary Stats
| Strength | 48 (base 38) |
| Dexterity | 29 (base 28) |
| Constitution | 34 (base 27) |
| Magic | 15 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -2/714 |
| Stamina | 39/186 |
| Steam | 100/100 |
| Healing Factor | 1.185336564623 |
| Regeneration | 13.211942068052 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 38 |
| Crit Chance | 7% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +10% |
| Acid | +5% |
| Light | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 54.723073231957 (100%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 38 |
| Physical Save | 42 |
| Spell Save | 21 |
| Mental Save | 12 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Physical | + 9%( 70%) |
| Lightning | + 10%( 70%) |
| Cold | + 55%( 70%) |
| Arcane | + 14%( 70%) |
| Fire | + 9%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Disarm Resistance | 24% |
| Knockback Resistance | 23% |
| Silence Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 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 |
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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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 |
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. | active |
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
| Light source | brass lantern of healthT1Ego lite (2.0 Encumbrance) Nature Power Keywords: health While equipped: defense ------ Life +41.00 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 | warlord's dwarven-steel helm (0 def, 4 armour)T3Ego+ head /armor (3.0 Encumbrance) Nature Power Keywords: warlord While equipped: Stats +3Str +3Wil offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +4 Resistance +5% physical Physical save +5 (+2 eff.) other ------- Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | cleansing elm totem of healing [power 110] (2/15 cooldown)T1Ego totem /charm (2.0 Encumbrance) Nature Power Keywords: cleansing/healing Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of FateT2Unique ring /jewelry (0.1 Encumbrance) Arcane Power While equipped: offense ------ Damage Change +10% arcane On-Hit (Melee): * 20% chance to reduce armor by 22% defense ------ Resistance +10% arcane +3% cold Life +23.00 Immune +24% Pin +23% Silence +24% Disarm +23% Knockbk other ------- Resource +0.12 Mana/turn Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | warrior's steel ring of powerT2Ego ring /jewelry (0.1 Encumbrance) Arcane Power/Masterpiece Keywords: warrior/power While equipped: Stats +3Str offense ------ Spellpower +7 (+3 eff.) Mindpower +6 (+3 eff.) Physical Power +6 (+2 eff.) defense ------ Armor +6 Rings make your fingers look great! |
| Around neck | copper amulet of magic (+3)T1Ego amulet /jewelry (0.1 Encumbrance) Arcane Power Keywords: magic While equipped: Stats +3Mag Amulets make your neck look great! |
| In main hand | stralite waraxe of enduring (139% power, 5 apr)T4Ego+ waraxe 1H /weapon (3.0 Encumbrance) Nature Power Keywords: enduring When used to attack: Power: 139% Range: 1.4x Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +6Con +7Wil defense ------ Life +21.00 One-handed war axes. |
| On hands | Frozenwrest the hardened leather gloves (0 def, 10 armour) T2Rare hands /armor (1.0 Encumbrance) Nature Power Keywords: corrosive While equipped: Stats +2Str +3Mag +3Wil offense ------ Damage Change +5% acid On-Hit 8 acid defense ------ Armor +10 Resistance +7% acid +12% cold other ------- Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | steel shield 'Glaresmash' (0 def, 4 armour, 109% power, 38 block)T2Random Unique shield /armor (7.0 Encumbrance) Nature Power/Masterpiece Keywords: shocking/cold/resistance When used to attack (with talents): Power: 109% Range: 1.2x Uses 100% Str Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +3.0% Block +38 On-hit +4 light On-Hit, radius 1 +12 mind On-crit, radius 2 +12 mind While equipped: offense ------ Damage Change +3% light On-Hit 11 lightning When Hit 3 lightning defense ------ Armor +4 Resistance +5% acid +5% fire +6% lightning +23% cold other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)T1Unique cloak /armor (2.0 Encumbrance) Nature Power While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +9 (+4 eff.) Resistance +15% cold Physical save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | rejuvenating steel plate armour (0 def, 11 armour) T2Ego massive /armor (17.0 Encumbrance) Nature Power Keywords: rejuv While equipped: defense ------ Armor +11 Hardiness +20% Life Regen +2.00 other ------- Resource +0.50 Stamina/turn Fatigue +26% A suit of armour made of metal plates. |
Inventory
steam generator implant of the warrior (steam 7)T1Ego implant /scroll (0.1 Encumbrance) Steamtech When inscribed on your body: Cooldown: 26 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.9 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Armour ReinforcementT1Normal schematic /scroll (0.1 Encumbrance) [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorT1Normal schematic /scroll (0.1 Encumbrance) [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunT1Normal schematic /scroll (0.1 Encumbrance) [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawT1Normal schematic /scroll (0.1 Encumbrance) [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
SunstoneT2Unique amulet /jewelry (0.1 Encumbrance) Arcane Power/Steamtech While equipped: offense ------ Damage Change +10% light +10% fire Steampower +8 (+8 eff.) defense ------ Resistance +10% cold other ------- Resource +1.00 Steam/turn This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
arcing steel mace (110% power, 3 apr)T2Ego mace 1H /weapon (3.0 Encumbrance) Arcane Power Keywords: arcing When used to attack: Power: 110% Range: 1.4x Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Blunt and deadly. |
quick iron steamsaw of crippling (102% power, 0 apr)T1Ego++ steamsaw 1H /weapon (3.0 Encumbrance) Masterpiece/Steamtech Keywords: quick/crippling When used to attack: Power: 102% Range: 1.5x Uses 100% Str Damage Phys.bleed Accuracy bonus +0.2% crit chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +14 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +2Dex offense ------ Combat Speed +10% Physical Crit +5.0% Accuracy +6 (+2 eff.) defense ------ Armor +2 Defense +2 (+1 eff.) other ------- Fatigue +4% 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! |
iron waraxe (100% power, 2 apr)T1Normal waraxe 1H /weapon (3.0 Encumbrance) When used to attack: Power: 100% Range: 1.4x Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
linen cloak (1 def, 0 armour)T1Normal cloak /armor (2.0 Encumbrance) While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dwarven-steel gauntlets (0 def, 2 armour)T2Normal hands /armor (1.5 Encumbrance) While equipped: defense ------ Armor +2 other ------- Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Sootblight' (10 def, 2 armour)T2Rare hands /armor (1.0 Encumbrance) Arcane Power Keywords: radiant While equipped: offense ------ Damage Change +5% light +9% darkness On-Hit 11 light defense ------ Armor +2 Defense +10 (+5 eff.) Resistance +8% light +15% cold Physical save +9 (+3 eff.) Spell save +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+3) (0 def, 1 armour)T1Ego hands /armor (1.5 Encumbrance) Masterpiece Keywords: dex While equipped: Stats +3Dex offense ------ Accuracy +11 (+4 eff.) defense ------ Armor +1 other ------- Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
polar hardened leather gloves of dexterity (+2) (0 def, 2 armour)T2Ego hands /armor (1.0 Encumbrance) Nature Power/Masterpiece Keywords: dex/polar While equipped: Stats +2Dex offense ------ Damage Change +5% cold Accuracy +13 (+4 eff.) On-Hit 8 cold defense ------ Armor +2 Resistance +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Visage of Nektosh (4 def, 8 armour)T2Unique head /armor (3.0 Encumbrance) Arcane Power While equipped: Stats +4Mag +4Wil +4Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+2 eff.) Resistance +10% darkness other ------- Fatigue +6% Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
iron mail armour (2 def, 5 armour) T1Normal heavy /armor (14.0 Encumbrance) While equipped: defense ------ Armor +5 Hardiness +20% Defense +2 (+1 eff.) other ------- Fatigue +17% A suit of armour made of mail. |
Voregarada the quiver of ash arrows (20/20, 117% power, 7 apr)T2Rare arrow /ammo (3.0 Encumbrance) Arcane Power Keywords: arcing When used to attack: Power: 117% Range: 1.4x Uses 70% Dex, 50% Str Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 20 Projectile Speed +100% On-Hit, radius 1 +4 blight +16 physical On-crit, radius 2 +12 physical On Hit: * 20% chance to reduce strength, dexterity, and constitution by 13 * 25% chance for lightning to strike from the target to a second target dealing 31 damage While equipped: other ------- Reload +2 Arrows are used with bows to pierce your foes to death. |
4 agateT1Normal black /gem (0.0 Encumbrance) While equipped: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Item imbue powers: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarineT2Normal blue /gem (0.0 Encumbrance) 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. |
opalT2Normal blue /gem (0.0 Encumbrance) While equipped: Stats +2Str +2Dex +2Mag +2Wil +2Cun +2Con Item imbue powers: Stats +2Str +2Dex +2Mag +2Wil +2Cun +2Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topazT2Normal blue /gem (0.0 Encumbrance) While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower DetonatorQuest bomb /tinker (0.0 Encumbrance) Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
spinelT1Normal green /gem (0.0 Encumbrance) While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lanternT1Normal lite (2.0 Encumbrance) 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. |
Yeti's Muscle Tissue (Patriarch)Quest muscle /flesh (1.0 Encumbrance) Nature Power Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable ExtractorQuest power /tinker (0.0 Encumbrance) 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. |
Rod of Recall (1/1)Quest rod /charm (2.0 Encumbrance) Unknown Power 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. |
3 amethystT2Normal violet /gem (0.0 Encumbrance) While equipped: Damage Change +4% all Spell Crit +2% Mind Crit +2% Physical Crit +2.0% Item imbue powers: Damage Change +4% all Spell Crit +2% Mind Crit +2% Physical Crit +2.0% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrineT1Normal yellow /gem (0.0 Encumbrance) While equipped: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Item imbue powers: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrineT1Normal yellow /gem (0.0 Encumbrance) 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. |
zirconT1Normal yellow /gem (0.0 Encumbrance) 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
A Fistful of Gold
Buy an item from an AAA.By h7u the Orc Bulwark level 6
15th Retaking 124th year of Ascendancy at 09:04 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By h7u the Orc Bulwark level 13
2nd Revenge 124th year of Ascendancy at 12:54 see stats
Level 10
Got a character to level 10.By h7u the Orc Bulwark level 10
46th Retaking 124th year of Ascendancy at 06:37 see stats
We weren't kidding!
Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.By h7u the Orc Bulwark level 16
11st Revenge 124th year of Ascendancy at 17:32 see stats
Log
Luminous horror hits h7u for 37 fire damage.
Luminous horror's light area effect hits h7u for 36 light damage.
Luminous horror's light area effect hits h7u for 36 light damage.
H7u uses Infusion: Healing.
h7u receives 59 healing from Infusion: Healing.
H7u uses Infusion: Wild.
H7u lessens the pain.
H7u uses Repulsion.
The shield around luminous horror crumbles.
Luminous horror is dazed!
Luminous horror HEALS from light damage!
h7u hits Luminous horror for (15 absorbed), 28 physical, 0 light, 3 healing, 10 lightning, 8 acid, 6 mind (51 total damage) [3 healing].
Talent Orcish Fury is ready to use.
You are unable to move!
H7u deactivates Last Stand.
Talent Infusion: Regeneration is ready to use.
Luminous horror is fully armored again.
Luminous horror casts Firebeam.
Luminous horror is not dazed anymore.
Luminous horror hits h7u for 8 fire damage.
Melee retaliation hits Luminous horror for 2 lightning damage.
Shield Pummel is still on cooldown for 1 turns.
h7u hits Luminous horror for 52 physical, 7 lightning, 5 acid (65 total damage).
Talent Shield Pummel is ready to use.
Luminous horror casts Firebeam.
Luminous horror hits h7u for 22 fire damage.
h7u the level 18 orc bulwark was slowly cooked to death by a luminous horror on level 1 of Ruins of a lost city.























































































