Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Nightmare Roguelike |
Sex | Male |
Race | Orc |
Class | Annihilator |
Level / Exp | 36 / 97% |
Size | big |
Lifes / Deaths | Killed by Osdaresth the shalore at level 36 on the 44th Pain 124th year of Ascendancy at 00:45 / 1 |
Primary Stats
Strength | 50 (base 27) |
Dexterity | 72 (base 60) |
Constitution | 24 (base 10) |
Magic | 25 (base 10) |
Willpower | 20 (base 10) |
Cunning | 93 (base 60) |
Resources
Life | 0/814 |
Steam | 48/121 |
Healing Factor | 1.3172674059366 |
Regeneration | 4.281119069294 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 16 |
Infravision | 3 |
See Stealth | 34 |
See Invisible | 31 |
Offense: Mainhand
Damage | 59 |
Accuracy | 61 |
Crit Chance | 43% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 22 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Physical | +15% |
Lightning | +25% |
Light | +27% |
Nature | +8% |
Cold | +25% |
Arcane | +25% |
Fire | +35% |
All | 0% |
Offense: Damage Penetration
Acid | +33% |
Lightning | +43% |
Cold | +43% |
Arcane | +43% |
Fire | +43% |
All | +18% |
Defense: Base
Armour (hardiness) | 57.104573345417 (100%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 27 |
Physical Save | 51 |
Spell Save | 20 |
Mental Save | 40 |
Defense: Resistances
Acid | + 13%( 70%) |
Physical | + 9%( 70%) |
Cold | + 24%( 70%) |
All | + 9%( 70%) |
Darkness | + 31%( 70%) |
Light | + 15%( 70%) |
Temporal | + 21%( 70%) |
Lightning | + 26%( 70%) |
Fire | + 13%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Disarm Resistance | 28% |
Confusion Resistance | 43% |
Silence Resistance | 20% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 52% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 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 150% efficiency and cooldown mod of 84%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the 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. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | traveler's pair of dwarven-steel boots of massiveness (0 def, 5 armour) traveler's pair of dwarven-steel boots of massiveness (0 def, 5 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +5 Str +6 Con offense ------ Damage +7% physical defense ------ Armor +5 Fatigue -4% Physical save +9 (+3 eff.) other ------- Encumbrance +27 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | pouch of dwarven-steel shots of torment (17/17, 29-35 power, 3 apr) pouch of dwarven-steel shots of torment (17/17, 29-35 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Psionic Weapon Damage 29.0 - 34.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 17 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
Light source | watchleader's alchemist's lamp of the sun watchleader's alchemist's lamp of the sun1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Damage +7% light defense ------ Resistance +8% darkness Affinity +5% light Blind Resist +22% Confus Resist +13% other ------- Light +9 See Stealth +8 See Invisibility +5 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.9 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Helm of the Dwarven Emperors (0 def, 7 armour) Helm of the Dwarven Emperors (0 def, 7 armour) 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +5 Mag +4 Wil +0 Cun offense ------ Damage +10% light defense ------ Armor +7 Fatigue +4% Resistance +10% darkness Blind Resist +30% Silence Resist +20% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | Tulandur (0 def, 3 armour) Tulandur (0 def, 3 armour) 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +2 Dex +5 Mag +5 Cun +2 Con offense ------ Physical Power +14 (+5 eff.) Ignore resists +15% acid defense ------ Armor +3 Fatigue +3% Resistance +7% light +7% darkness Physical save +26 (+9 eff.) Spell save +6 (+3 eff.) Mind save +7 (+3 eff.) Disarm Resist +28% other ------- Infravision +1 Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Korbek's Spyglass Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +6 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+2 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | Ring of Growth Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +5 Str +5 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +9 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Elemental Fury Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around neck | Sunstone Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | stralite steamgun of piercing stralite steamgun of piercing 4.0 Encumbrance T4 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-Hit, radius 1 +36 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Ignore resists +6% all Accuracy +8 (+2 eff.) Ignore Armor +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | balancing hardened leather belt of dampening balancing hardened leather belt of dampening1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex offense ------ Physical Crit +8.0% Mind Crit +7% defense ------ Resistance +5% acid +5% fire +7% lightning +7% cold A belt that goes around your waist. |
In off hand | reinforced stralite shield of temporal resistance (+13%) (0 def, 12 armour, 46-55 power, 157 block) reinforced stralite shield of temporal resistance (+13%) (0 def, 12 armour, 46-55 power, 157 block)7.0 Encumbrance T4 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 45.5 - 54.6 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +157 While equipped: offense ------ When Hit: * 18% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +12 Fatigue +8% Resistance +13% temporal other ------- Talents +1 Block Handheld deflection devices. |
Cloak | Pressurizer (9 def, 0 armour) Pressurizer (9 def, 0 armour) 2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +4 Dex offense ------ Steam Crit +10% Steampower +10 (+3 eff.) defense ------ Defense +9 (+3 eff.) Resistance +12% lightning Stun Resist +20% other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Main armor | fortifying stralite mail armour of command (15 def, 18 armour) fortifying stralite mail armour of command (15 def, 18 armour) 14.0 Encumbrance T4 heavy armor [Ego++] Master/Psionic While equipped: Stats +5 Str +4 Cun +5 Con defense ------ Armor +18 Hardiness +20% Defense +15 (+5 eff.) Fatigue +16% Mind save +16 (+6 eff.) Life +62.00 A suit of armour made of mail. |
Inventory
medical injector implant of the psychic (efficiency 102% / cooldown 82%) medical injector implant of the psychic (efficiency 102% / cooldown 82%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 102% efficiency and cooldown mod of 82%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
schematic: Acid Groove schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement 2 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap 2 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove schematic: Incendiary Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Vargh Redemption =6 con= Vargh Redemption =6 con=0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.37 cold and 11.38 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. |
warrior's steel ring =3 str= warrior's steel ring =3 str=0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
Cinderwaker the gold ring =5 con= Cinderwaker the gold ring =5 con=0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex +5 Con offense ------ Critical power +20.00% Damage +6% physical Ignore resists +15% fire Accuracy +10 (+2 eff.) defense ------ Resistance +6% fire Spell save +15 (+8 eff.) other ------- Max stamina +22.00 Rings make your fingers look great! |
high-capacity pouch of iron shots (46/46, 14-16 power, 1 apr) high-capacity pouch of iron shots (46/46, 14-16 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Master Weapon Damage 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 46 While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Poludhera' (18/18, 20-25 power, 4 apr) pouch of steel shots 'Poludhera' (18/18, 20-25 power, 4 apr)3.0 Encumbrance T2 shot ammo [Rare] Psionic Weapon Damage 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +11.5% Capacity 18 Projectile Speed +200% On-ranged-hit +27 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 141 physical damage While equipped: other ------- Reload +3 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots (23/23, 20-25 power, 2 apr) psychokinetic pouch of steel shots (23/23, 20-25 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Psionic Weapon Damage 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 23 On-ranged-hit +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 141 physical damage Shots are used with slings to pummel your foes to death. |
fortifying steel mail armour (2 def, 6 armour) fortifying steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego+] Master While equipped: Stats +4 Str +3 Con defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Life +46.00 A suit of armour made of mail. |
Jetguile =2 str= Jetguile =2 str=1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Dex +2 Mag offense ------ Damage +18% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Resistance +7% acid +8% fire +16% lightning +7% cold other ------- See Invisibility +3 A belt that goes around your waist. |
cashmere cloak 'Cinderwedge' (10 def, 6 armour) =3 con= cashmere cloak 'Cinderwedge' (10 def, 6 armour) =3 con=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Dex +3 Mag +3 Con offense ------ Mind Crit +3% Damage +6% fire defense ------ Armor +6 Defense +10 (+3 eff.) Physical save +16 (+6 eff.) Spell save +16 (+8 eff.) Mind save +18 (+6 eff.) other ------- EQ when Hit +0.08 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Murkmarrow' (2 def, 0 armour) =3 str= cashmere cloak 'Murkmarrow' (2 def, 0 armour) =3 str=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con defense ------ Defense +2 (+1 eff.) Resistance +12% temporal +6% darkness +15% cold other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phoenixpeal the hardened leather gloves (0 def, 2 armour) =3 con= Phoenixpeal the hardened leather gloves (0 def, 2 armour) =3 con=1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +6% fire +6% mind +12% cold Ignore resists +15% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Armor +2 Resistance +9% mind Physical save +21 (+7 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-7 eff.) Mindpower -10 (-5 eff.) defense ------ Defense -10 (-4 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +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. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil offense ------ Spellpower +8 (+4 eff.) Mindpower +8 (+4 eff.) defense ------ Defense +1 (+0 eff.) Resistance +10% temporal +10% physical Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 2.5 Power cost 15 out of 15/15. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
prismatic hardened leather cap of constitution (+3) (0 def, 3 armour) =3 con= prismatic hardened leather cap of constitution (+3) (0 def, 3 armour) =3 con=2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +3% Resistance +12% light +12% darkness A cap made of leather. |
bladed iron helm of might (0 def, 3 armour) =5 str= bladed iron helm of might (0 def, 3 armour) =5 str=3.0 Encumbrance T1 head armor [Ego++] Master While equipped: Stats +5 Str +0 Cun +2 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 260.3 Physical damage. If the attack hits, the target is confused (42% effect) for 6 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. |
agate agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
19 aquamarine 19 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 opal 17 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
23 topaz 23 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 amethyst 20 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
33 onyx 33 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
30 lapis lazuli 30 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
38 emerald 38 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
36 garnet 36 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
38 quartz 38 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp of the zealot alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +7 (+4 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
steel mental stimulator steel mental stimulator0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun defense ------ Mind save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
potent fiery salve [power 15] potent fiery salve [power 15]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (15% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 18] powerful frost salve [power 18]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 149] simple healing salve [power 149]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 149 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
sapper's dwarven-steel pickaxe (dig speed 23 turns) sapper's dwarven-steel pickaxe (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +1 Cun +2 Str offense ------ Accuracy +5 (+1 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)1.0 Encumbrance muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Jervral the Orc Annihilator level 13
42nd Retaking 124th year of Ascendancy at 03:09 see stats
By Jervral the Orc Annihilator level 14
52nd Retaking 124th year of Ascendancy at 02:25 see stats
By Jervral the Orc Annihilator level 31
6th Pain 124th year of Ascendancy at 19:51 see stats
By Jervral the Orc Annihilator level 10
35th Retaking 124th year of Ascendancy at 08:50 see stats
By Jervral the Orc Annihilator level 20
32nd Revenge 124th year of Ascendancy at 09:39 see stats
By Jervral the Orc Annihilator level 30
52nd Revenge 124th year of Ascendancy at 09:43 see stats
By Jervral the Orc Annihilator level 36
40th Pain 124th year of Ascendancy at 03:33 see stats
By Jervral the Orc Annihilator level 25
36th Revenge 124th year of Ascendancy at 21:51 see stats
By Jervral the Orc Annihilator level 24
36th Revenge 124th year of Ascendancy at 07:16 see stats
Log
Mathie the shalore's defensive darkness area effect hits Anateedteg the shalore for (7 converted), 16 darkness (16 total damage).
Osdaresth the shalore casts Firebeam.
Osdaresth the shalore casts Bathe in Light.
Anateedteg the shalore retunes the fabric of spacetime.
Osdaresth the shalore hits Jervral for (20 exoskeleton), 20 fire (20 total damage).
Anateedteg the shalore receives 67 healing from Temporal Restoration Field.
Jervral's Rocket Barrage performs a ranged critical strike against Anateedteg the shalore!
Anateedteg the shalore converts damage to paradox!
Jervral's Rocket Barrage hits Anateedteg the shalore for (35 converted), 82 fire, (38 converted), 90 cold, (38 converted), 90 lightning, (38 converted), 90 arcane (351 total damage).
Jervral lands.
Talent Implant: Steam Generator is ready to use.
Osdaresth the shalore casts Healing Light.
Osdaresth the shalore receives 446 healing.
A shield forms around Osdaresth the shalore.
Anateedteg the shalore converts damage to paradox!
Osdaresth the shalore receives 68 healing from Osdaresth the shalore's healing light area effect.
Mathie the shalore's defensive darkness area effect hits Anateedteg the shalore for (7 converted), 16 darkness (16 total damage).
Mathie the shalore casts Moonlight Ray.
Mathie the shalore hits Jervral for (82 exoskeleton), 82 darkness (82 total damage).
Anateedteg the shalore casts Stop.
Jervral is stunned!
Anateedteg the shalore hits Jervral for (92 exoskeleton), 92 temporal (92 total damage).
Osdaresth the shalore slows down.
Anateedteg the shalore converts damage to paradox!
Anateedteg the shalore receives 67 healing from Temporal Restoration Field.
Burning Phosphorous from Jervral hits Anateedteg the shalore for (1 converted), 3 fire, (2 converted), 4 cold, (2 converted), 4 lightning, (2 converted), 4 arcane (15 total damage).
Osdaresth the shalore casts Moonlight Ray.
Osdaresth the shalore hits Jervral for (67 exoskeleton), 67 darkness (67 total damage).
Jervral the level 36 orc annihilator was shadowed to death by Osdaresth the shalore on level 1 of Ambush!.