











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 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:
Brawler combo displayer 1.7.4Displays combo point icon when you get it. 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 Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Bulwark |
| Level / Exp | 35 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by Belunne the cold drake at level 31 on the 29th Pain 124th year of Ascendancy at 04:45 / 2Killed by Adai the human at level 35 on the 25th Dearth 124th year of Ascendancy at 09:20 |
Primary Stats
| Strength | 84 (base 60) |
| Dexterity | 26 (base 18) |
| Constitution | 85 (base 60) |
| Magic | 17 (base 10) |
| Willpower | 32 (base 16) |
| Cunning | 31 (base 10) |
Resources
| Life | -201/1623 |
| Stamina | 0/257 |
| Healing Factor | 1.5817726352503 |
| Regeneration | 10.546543351651 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 7 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 55 |
| Crit Chance | 13% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +19% |
| Light | +24% |
| Nature | +9% |
| Lightning | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +35% |
Defense: Base
| Armour (hardiness) | 50.384857751214 (99.450476875171%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 41 |
| Physical Save | 56 |
| Spell Save | 45 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 47%( 70%) |
| Cold | + 30%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 40%( 70%) |
| Light | + 32%( 70%) |
| Lightning | + 24%( 70%) |
| Mind | + 31%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 72% |
| Disarm Resistance | 33% |
| Instadeath Resistance | 100% |
| Blind Resistance | 31% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 400 life over 5 turns. Its effects scale with your Strength 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. |
| 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 / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Shield defense | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.44 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
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 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. * 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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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 |
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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'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 | dreamer's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun +4 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +8 (+3 eff.) Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | watchleader's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +9 (+3 eff.) Blind- +31% Confus- +13% ---------- misc Light +9 See.Stealth +7 See.Invis +7 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather hat 'Strikedash' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +4 Dex +3 Con dps ---------- Res.pen +25% lightning ----- def ----- Armour +3 Fatigue +3% Resists +15% mind +6% lightning Phys.save +10 (+3 eff.) Mind.save +21 (+7 eff.) Confus- +27% Battle Cry: Puts all charms on 28 cooldown Level 2.6 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
| On hands | umbral voratun gauntlets of the iron hand (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Wil +5 Con dps ---------- Melee+ 6 darkness Dmg.mod +6% darkness ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness Disarm- +33% ---------- misc Masteries +0.20 Technique/Grappling 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. |
| Tool | Manigokan [power 212] (26/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +3% acid +3% physical +6% darkness +3% blight Max.HP +100.00 Disease- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Sparkkiss the steel ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Dex +5 Wil +10 Cun dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +3% lightning Acc +5 (+2 eff.) ----- def ----- Resists +3% nature +6% acid Mind.save +6 (+2 eff.) Confus- +32% Rings make your fingers look great! |
| On fingers | gladiator's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +2 Mag +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 14 light Ranged+ 14 light Dmg.mod +10% light Rings make your fingers look great! |
| Around neck | serendipitous steel amulet of mastery (0.14 Technique / Combat training)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Lck dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Unseen.red 11% ---------- misc Masteries +0.14 Technique/Combat training Amulets make your neck look great! |
| In main hand | Windnight the stralite longsword (143% power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Psionic Power 144% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +13 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +9% nature Res.pen +10% lightning On Hit (Melee): * 20% chance to slow global speed by 46% Sharp, long, and deadly. |
| Around waist | Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Generate a personal shield that absorbs up to 142 damage and damages attackers striking the wearer for 18 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
| In off hand | windwalling stralite shield of the stars (0 def, 8 armour, 154% power, 141.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Psionic When used to Attack: Power 155% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +142 Melee+ +19 physical +11 light +14 darkness While equipped: Stats +5 Mag +4 Wil +4 Cun dps ---------- Dmg.mod +14% light +13% darkness ----- def ----- Armour +8 Fatigue +8% Resists +18% physical +16% light +14% darkness Shield.near.proj +61 Proj.slow +14% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | murderer's linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +3 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fortifying stralite plate armour of Eyal (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +13 Fatigue +22% Max.HP +94.00 HP.reg +3.00 Heal.mod +14% A suit of armour made of metal plates. |
Inventory
shielding rune of the titan (absorb 313; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 313 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Adomira the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +2% Dmg.mod +13% fire Res.pen +20% arcane ----- def ----- Resists +12% acid +26% fire Heal.mod +10% Silence- +20% ---------- misc Mana/turn +0.16 Max.mana +80.00 Rings make your fingers look great! |
conjurer's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +10 (+3 eff.) Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +12 (+6 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 79% 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! |
pixie's gold ring of tenacity0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Max.HP +27.00 Disarm- +29% Pinning- +20% Knockbk- +32% Rings make your fingers look great! |
enhanced stralite mace of erosion (146% power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Nature Power 146% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +6 nature While equipped: Stats +7 Str +7 Dex +3 Mag +3 Wil +5 Cun +7 Con Blunt and deadly. |
nightruned rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +5% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
verdant cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +8% blight +11% all Max.HP +51.00 HP.reg +1.50 Heal.mod +18% Poison- +22% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Con dps ---------- Spell.pwr +17 (+5 eff.) Dmg.mod +15% nature +17% all ----- def ----- Resists +13% all Poison- +22% Disease- +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Scorchrune (7 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Defense +7 (+3 eff.) Fatigue +3% Resists +18% light +3% fire Spell.save +6 (+2 eff.) HP.reg +4.00 Poison- +20% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Mag +3 Wil +2 Cun +4 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +14 (+4 eff.) Mind.save +10 (+3 eff.) Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
brawler's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +4 Cun ----- def ----- Armour +2 Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 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. |
heroic hardened leather gloves of the nighthunter (0 def, 6 armour)1.0 T2 hands armor [Ego++] Master/Psionic While equipped: Stats +2 Cun dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +6 Resists +7% darkness Mind.save +8 (+3 eff.) Max.HP +46.00 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal voratun gauntlets of archery (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +5 Cun +8 Dex dps ---------- Melee+ 12 temporal Ranged+ 10 temporal Dmg.mod +3% temporal Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +3 Fatigue +5% Resists +9% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-10 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
bladed dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +8 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 238.0 Physical damage. If the attack hits, the target is confused (33% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
fortifying stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +6 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +83.00 HP.reg +6.00 Heal.mod +17% A suit of armour made of mail. |
searing stralite mail armour of implacability (4 def, 13 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 16 acid 12 fire Melee Ret 11 acid 9 fire ----- def ----- Armour +13 Defense +4 (+2 eff.) Fatigue +7% Resists +16% acid +12% fire Phys.save +9 (+3 eff.) A suit of armour made of mail. |
steel mail armour 'Aderille' (2 def, 15 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +1.0% Apr +2 Melee Ret 8 physical ----- def ----- Armour +15 Defense +2 (+1 eff.) Fatigue +12% Resists +1% physical Crit.chn- 10.00% ---------- misc Light +3 A suit of armour made of mail. |
Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
fortifying steel plate armour of delving (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Master While equipped: Stats +7 Str +3 Con ----- def ----- Armour +9 Fatigue +22% Resists +11% darkness +5% physical Max.HP +30.00 ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
coruscating voratun shield of cold resistance (+16%) (0 def, 10 armour, 176% power, 196.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 177% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +196 Melee+ +15 fire While equipped: Stats +3 Str dps ---------- Melee Ret 12 fire ----- def ----- Armour +10 Fatigue +8% Resists +20% cold +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced stralite shield of lightning resistance (+19%) (0 def, 12 armour, 162% power, 165 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 162% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +165 While equipped: ----- def ----- Armour +12 Fatigue +8% Resists +19% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling dwarven-steel shield of winter (0 def, 6 armour, 130% power, 72.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Nature/Psionic When used to Attack: Power 131% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +72 Melee+ +13 physical +13 cold While equipped: Stats +4 Wil dps ---------- On shield block: * Deals 102 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +13% physical +12% cold Shield.near.proj +63 Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. |
66 alchemist agate0.0 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. |
34 onyx0.0 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. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 opal0.0 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. |
17 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of wreckage (dig speed 22 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +7 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
28 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+4 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +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. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 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. |
28 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 67% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 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. |
16 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
cleansing yew wand of shielding [power 242] (26/20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 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. |
23 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Chalaromidor the Kruk Yeti Bulwark level 3
11st Retaking 124th year of Ascendancy at 08:58 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Chalaromidor the Kruk Yeti Bulwark level 12
22nd Retaking 124th year of Ascendancy at 10:52 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Chalaromidor the Kruk Yeti Bulwark level 26
37th Revenge 124th year of Ascendancy at 07:51 see stats
Level 10 (Roguelike)
Got a character to level 10.By Chalaromidor the Kruk Yeti Bulwark level 10
16th Retaking 124th year of Ascendancy at 08:18 see stats
Level 20 (Roguelike)
Got a character to level 20.By Chalaromidor the Kruk Yeti Bulwark level 20
37th Retaking 124th year of Ascendancy at 16:27 see stats
Level 30 (Roguelike)
Got a character to level 30.By Chalaromidor the Kruk Yeti Bulwark level 30
39th Revenge 124th year of Ascendancy at 08:03 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Chalaromidor the Kruk Yeti Bulwark level 34
21st Dearth 124th year of Ascendancy at 13:56 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Chalaromidor the Kruk Yeti Bulwark level 26
38th Revenge 124th year of Ascendancy at 04:16 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Chalaromidor the Kruk Yeti Bulwark level 16
31st Retaking 124th year of Ascendancy at 17:14 see stats
Unstoppable (Roguelike)
Returned from the dead.By Chalaromidor the Kruk Yeti Bulwark level 31
29th Pain 124th year of Ascendancy at 04:45 see stats
Log
Adai the human's aether beam hits Chalaromidor for 17 arcane damage.
Adai the human's aether beam hits Chalaromidor for 17 arcane damage.
Adai the human's aether beam hits Chalaromidor for 17 arcane damage.
Adai the human's aether beam hits Chalaromidor for 17 arcane damage.
Adai the human's aether beam hits Chalaromidor for 17 arcane damage.
Adai the human's aether beam hits Chalaromidor for 17 arcane damage.
Adai the human's aether beam hits Chalaromidor for 17 arcane damage.
Chalaromidor is dazed!
Searing Sight hits Chalaromidor for 39 arcane damage.
Chalaromidor receives 43 healing.
--------------------------------
Adai the human is stunned!
Chalaromidor is not dazed anymore.
Adai the human HEALS from light damage!
Adai the human's aether beam hits Chalaromidor for 9 arcane damage.
Chalaromidor hits Adai the human for 65 physical, (4 ignored), 0 cold, 4 darkness, 5 light, 3 healing (74 total damage) [3 healing].
Adai the human's aether beam hits Chalaromidor for 9 arcane damage.
Adai the human's aether beam hits Chalaromidor for 9 arcane damage.
Adai the human casts Sun Ray.
Chalaromidor resists the blinding light!
Adai the human hits Chalaromidor for 139 arcane damage.
Adai the human's aether beam hits Chalaromidor for 10 arcane damage.
Chalaromidor receives 43 healing.
Adai the human's aether beam hits Chalaromidor for 10 arcane damage.
Chalaromidor burns with light!
Adai the human receives 166 healing from Adai the human's Judgement.
Adai the human's Judgement hits Chalaromidor for 271 arcane damage.
Chalaromidor receives 43 healing.
Chalaromidor the level 35 kruk yeti bulwark was imploded to death by Adai the human on level 1 of Ambush!.






































































































