Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.6.6Donators/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 1.6.7Official Expansion!Thick Tactical Borders 1.0.1This is a simple mod that removes the tactical border from normal monsters and makes the named/boss monster borders slightly easier to see. This will only effect ascii mode. Embers of Rage 1.6.7Official Expansion!Better Item Description 1.6.6This 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 Forbidden Cults 1.6.7Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Annihilator |
| Level / Exp | 38 / 83% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 59 (base 45) |
| Dexterity | 67 (base 55) |
| Constitution | 23 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 64 (base 53) |
Resources
| Life | 915/915 |
| Steam | 100/100 |
| Healing Factor | 1.5110362694301 |
| Regeneration | 23.345510362694 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 18 |
| Infravision | 11 |
| See Stealth | 33 |
| See Invisible | 47 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 64 |
| Crit Chance | 26% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Acid | +28% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 55.926519666065 (100%) |
| Defense | 44 |
| Ranged Defense | 47 |
| Fatigue | 52 |
| Physical Save | 36 |
| Spell Save | 22 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 30%( 70%) |
| Cold | + 28%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 13%( 70%) |
| Lightning | + 63%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 20% |
| Disarm Resistance | 80% |
| Confusion Resistance | 46% |
| Knockback Resistance | 20% |
| Stun Resistance | 98% |
| Instadeath Resistance | 100% |
| Blind Resistance | 96% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.3 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 78%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.3 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 93%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Demolition | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.60 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Engineering | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Rocket Pod |
| talent | Chant of Fortitude |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (225/225). Capacitor Discharge |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 20% and triggers a radius 3 conal explosion dealing 29% steamgun damage. 3 stacks remaining. Reactive Armor |
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 |
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. * 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 | restorative pair of dwarven-steel boots of tirelessness (0 def, 4 armour) 3.0 T3 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Phys.save +12 (+5 eff.) HP.reg +1.00 Heal.mod +12% Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Stam/turn +0.30 Max.stam +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Wind Worn Shot (25/25, 148% power, 15 apr) 3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target While equipped: ---------- misc Talents +4 Explosive Shell These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
| Light source | watchleader's alchemist's lamp of corpselight1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ----- def ----- Resists +7% blight +5% darkness Blind- +25% Confus- +16% ---------- misc Light +8 Infravis +4 See.Stealth +10 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.3 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 18 blight damage or heals 27 life. Creatures standing in the retch also have 7% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light Acc +9 (+3 eff.) ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Silence- +0% Confus- +30% ---------- misc Light +11 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Cracklesmasher the dwarven-steel gauntlets (0 def, 2 armour) 1.5 T2 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Res.pen +15% acid Acc +13 (+4 eff.) Melee Ret 4 fire ----- def ----- Armour +2 Fatigue +3% Resists +15% lightning +18% acid Disarm- +80% ---------- misc Talents +3 Iron Grip 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 | supercharged steel torque of psionic shield [power 73] (30 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's gold ring of sensing0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings can have magical properties. |
| On fingers | steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +3.00 Stun/Frz- +24% Rings can have magical properties. |
| Around neck | grounding gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +15% lightning Blind- +21% Stun/Frz- +34% ---------- misc Infravis +4 Sight +2 See.Invis +10 Amulets can have magical properties. |
| In main hand | ranger's stralite steamgun of piercing 4.0 T4 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +24 Crit +12.0% Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Dex dps ---------- Res.pen +5% all Acc +16 (+4 eff.) Apr +10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Titanic (20 def, 18 armour, 100% power, 320 block)7.0 T3 shield armor [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+6 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | cashmere cloak 'Rholdil' (9 def, 2 armour) 2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +5% ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +8% acid +9% light +6% fire +5% cold +31% lightning Crit.dmg- 10.00% Phys.save +7 (+3 eff.) Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating stralite mail armour of Eyal (4 def, 8 armour) 14.0 T4 heavy armor [Ego+] Nature While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +37.00 HP.reg +11.20 Heal.mod +14% ---------- misc Stam/turn +1.20 A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 100% / cooldown 57%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 57%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Alchemist's Helper0.1 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: Antimagic Shell0.1 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: Armour Reinforcement0.1 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: Explosive Shell0.1 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: Fatal Attractor0.1 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: Healing Salve0.1 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 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: Poison Groove0.1 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: Rocket Boots0.1 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: Saw Projector0.1 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: Second Skin0.1 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 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 Touch0.1 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: Thunderclap Coating0.1 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: Viral Injector0.1 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: Water Salve0.1 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: Winterchill Edge0.1 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. |
Morbusfear the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% Crit.mult +15.00% On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Resists +18% mind +12% temporal Mind.save +6 (+3 eff.) Confus- +28% Amulets can have magical properties. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.2 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (122). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
warrior's steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.04 cold and 11.04 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +22% Rings can have magical properties. |
stralite greatmaul (164% power, 3 apr)5.0 T4 greatmaul 2H weapon [Normal] Power 165% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Massive two-handed mauls. |
balanced stralite greatsword of the mystic (158% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane/Master Power 158% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Mag +9 Wil dps ---------- Spell.pwr +13 (+6 eff.) Acc +13 (+4 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +50% Massive two-handed swords. |
yew starstaff 'Salulle' (120% power, 4 apr, light element)5.0 T3 staff 1H weapon Reqs Mag 24 [Random Unique] Nature/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.crit +8.0% Spell.crit +7% Phys.pwr +11 (+3 eff.) Spell.pwr +25 (+12 eff.) Dmg.mod +20% light Acc +10 (+3 eff.) ----- def ----- Defense +11 (+3 eff.) Resists +3% acid +9% fire +6% light Spell.save +15 (+8 eff.) HP.reg +1.30 Heal.mod +22% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 67.90 light damage. Staves designed for wielders of magic, by the greats of the art. |
enhanced stralite steamgun of enduring4.0 T4 steamgun 1H weapon [Ego++] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Crit +0.0% Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +7 Str +7 Dex +4 Mag +16 Wil +7 Cun +14 Con ----- def ----- Max.HP +46.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
cashmere cloak 'Shadowpassion' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +21% lightning +12% blight Res.pen +25% blight +20% darkness +10% lightning Melee Ret 10 darkness ----- def ----- Defense +2 (+0 eff.) Mind.save +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+10 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+5 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (63 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (108 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Guna the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Cun +9 Mag dps ---------- Spell.pwr +15 (+7 eff.) ----- def ----- Armour +4 Fatigue +3% Spell.save +15 (+8 eff.) Mind.save +15 (+7 eff.) ---------- misc Mana/turn +0.20 Mana/s.crit +2.00 Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 (-4 eff.) Spell.pwr -10 (-8 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 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. |
iron helm of constitution (+4) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +4 Con dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
starseer's cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Con dps ---------- Dmg.mod +5% physical +6% darkness +6% light +10% arcane +4% temporal ----- def ----- Defense +2 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
voratun plate armour 'Adomina' (0 def, 16 armour)17.0 T5 massive armor Reqs - Massive armour training Str 60 [Random Unique] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +16 Fatigue +22% Resists +20% blight +21% darkness +23% acid Crit.dmg- 5.00% Phys.save +6 (+3 eff.) Mind.save +9 (+4 eff.) Max.HP +50.00 HP.reg +7.00 Heal.mod +13% Pinning- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +2 A suit of armour made of metal plates. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
52 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. |
27 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. |
6 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. |
18 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig 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: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
24 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 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.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Squalorhash'0.0 T3 lite [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +13 (+6 eff.) Dmg.mod +15% arcane +18% mind Res.pen +10% arcane On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Resists +18% nature +6% mind ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
20 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. |
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 69% 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. |
potent water salve [power 20] potent water salve [power 20]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 93% cooldown modifier. Remove 1 mental effects and grants a water aura (20% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 23] powerful fiery salve [power 23]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 93% cooldown modifier. Remove 2 magical effects and grants a fiery aura (23% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 320] powerful healing salve [power 320]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 93% cooldown modifier. Heal 320 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 16] simple frost salve [power 16]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 93% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
flaming pouch of steel shots of accuracy (21/21, 120% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 121% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 21 On Hit.r1 +5 fire Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
8 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. |
18 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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Fury the Orc Annihilator level 13
26th Retaking 124th year of Ascendancy at 05:57 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Fury the Orc Annihilator level 29
13rd Revenge 124th year of Ascendancy at 00:09 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Fury the Orc Annihilator level 10
15th Retaking 124th year of Ascendancy at 10:02 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Fury the Orc Annihilator level 20
37th Retaking 124th year of Ascendancy at 04:34 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Fury the Orc Annihilator level 30
13rd Revenge 124th year of Ascendancy at 02:13 see stats
Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Fury the Orc Annihilator level 38
3rd Pain 124th year of Ascendancy at 08:51 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Fury the Orc Annihilator level 23
50th Retaking 124th year of Ascendancy at 19:22 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fury the Orc Annihilator level 18
36th Retaking 124th year of Ascendancy at 21:15 see stats
Log
Mecharachnid (servant of Fury)'s Explosive Shell performs a ranged critical strike against Sun paladin!
Mecharachnid (servant of Fury)'s Explosive Shell hits Sun paladin for 170 physical, 151 physical, 6 lightning, 6 nature (333 total damage).
Mecharachnid (servant of Fury)'s Explosive Shell hits Sun paladin for 159 physical, 151 physical (310 total damage).
Mecharachnid (servant of Fury)'s Explosive Shell killed Sun paladin!
--------------------------------
Resting starts...
Talent Flame Turret is ready to use.
Talent Medic Turret is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
--------------------------------
Your summoned steamgun turret disappears.
Talent Steamgun Turret is ready to use.
Ran for 18 turns (stop reason: interesting terrain).
--------------------------------
Ran for 4 turns (stop reason: interesting terrain).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Way into the caves here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).
--------------------------------
Mecharachnid (servant of Fury) deactivates Mecharachnid Link.
Fury deactivates Exoskeleton.
Fury deactivates Rocket Pod.
Fury deactivates Chant of Fortitude.
















































































































