










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Highlight Antimagic Disruptors 1.7.0Adds game option "UI | Hilight arcane-disrupting equipment", which hilights in the equipment display any worn or wielded arcane-disrupting equipment that is causing the Antimagic Disruption effect. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
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:
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 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! |
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Skirmisher |
| Level / Exp | 28 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by Salevena the ritch larva at level 14 on the 31st Retaking 124th year of Ascendancy at 22:23 3 / 3Killed by ice wyrm at level 17 on the 38th Retaking 124th year of Ascendancy at 18:43 Killed by Gussra the whitehoof ghoul at level 28 on the 7th Revenge 124th year of Ascendancy at 07:17 |
Primary Stats
| Strength | 30 (base 10) |
| Dexterity | 63 (base 60) |
| Constitution | 15 (base 10) |
| Magic | 30 (base 10) |
| Willpower | 19 (base 11) |
| Cunning | 68 (base 52) |
Resources
| Life | 793/793 |
| Stamina | 178/178 |
| Healing Factor | 1.1960311219418 |
| Regeneration | 18.412496163571 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +95.406879605726% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Stealth | 5 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 52 |
| Crit Chance | 27% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Light | +15% |
| Darkness | +21% |
| Nature | +20% |
| Physical | +5% |
| Mind | +5% |
| All | +0% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +35% |
| Light | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 42.821826695789 (75.761009002875%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 24 |
| Mental Save | 25 |
Defense: Resistances
| Acid | 31%( 70%) |
| All | 9%( 70%) |
| Physical | 20%( 70%) |
| Cold | 23%( 70%) |
| Nature | 17%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 41% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.80 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.50 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Pace Yourself |
| talent | Numbing Poison |
| talent | Apply Poison |
| talent | Bombardment |
| talent | Crippling Poison |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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&{italic}{normal}GREYWHITEGREY039;Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
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&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
The Grumpy Shopowner | active |
A group of trolls from the Kar&LIGHT_GREEN This is our land! | 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 | pair of dwarven-steel boots &039; (0 def, 12 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness Melee Ret 8 cold ----- def ----- Armour +12 Fatigue -4% Resists +9% acid Phys.save +8 (+4 eff.) Spell.save +6 (+3 eff.) HP.reg +4.00 ---------- misc Max.enc +34 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Quiver | Pouch of the Subconscious (20/20, 147% power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 147% Range: 1.2x Uses 10% Wil, 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Arcrain the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +18% lightning Res.pen +10% light ----- def ----- Armour +3 Fatigue +3% Resists +9% nature Crit.chn- 15.00% Spell.save +5 (+2 eff.) Max.HP +75.00 Heal.mod +15% ---------- misc See.Invis +6 A hat made of leather. Very stylish. |
| On hands | Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Unique] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable &039; to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
| Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
| On fingers | pixie&0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +5 Mag dps ---------- Spell.pwr +7 (+4 eff.) Melee+ 10 light Ranged+ 18 light Dmg.mod +10% light Rings make your fingers look great! |
| Around neck | restful gold amulet of the eclipse0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 7 light 8 darkness Dmg.mod +5% light +6% darkness On Melee Ret: * 7% chance to reduce damage dealt by 20% * 7% chance to blind ----- def ----- Fatigue -6% HP.reg +2.00 Amulets make your neck look great! |
| In main hand | hardened leather sling &039;4.0 T3 sling 1H weapon [Rare] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +8 cold On Hit: * 20% chance to reduce all saves and defense by 24 While equipped: Stats +3 Con dps ---------- Crit.mult +10.00% Melee Ret 4 cold ---------- misc Equi/ret +0.04 Max.hate +2.00 Masteries +0.20 Wild-gift/Fungus Regenerate 80 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Aroretta1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +7 (+3 eff.) Res.pen +25% physical ----- def ----- Defense +15 (+4 eff.) Phys.save +10 (+5 eff.) Blind- +20% ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
| In off hand | reinforced steel shield of cold resistance (+15%) (0 def, 6 armour, 113% power, 86 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 113% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +86 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 36.96 to 46.20 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
biting gale rune of the psychic (damage 177; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 176.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove0.1 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: Air Recycler0.1 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. |
2 schematic: Corrosive Shell0.1 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: Deflection Field0.1 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: Explosive Shell0.1 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. |
2 schematic: Fireproof Coating0.1 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: Flash Powder0.1 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: Focus Lens0.1 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: Frost 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. |
2 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: Iron Grip0.1 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. |
3 schematic: Lightning Coil0.1 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: Mental Stimulator0.1 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: Razor Edge0.1 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. |
2 schematic: Rocket Boots0.1 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. |
2 schematic: Rustproof Coating0.1 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. |
3 schematic: Saw Projector0.1 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: Second Skin0.1 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: Shocking Edge0.1 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: Steamgun0.1 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: Thunderclap Coating0.1 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: Toxic Cannister Launcher0.1 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: Unstoppable Force 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: Waterproof Coating0.1 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: Winterchill Edge0.1 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: Payload0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
ash magestaff &039; (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning Res.pen +10% mind ----- def ----- Armour +12 Defense +30 (+8 eff.) Resists +12% darkness Die.at -40.00 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.10 Max.mana +57.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming steel battleaxe of daylight (119% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 120% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 light Against +13% Undead On Hit.r1 +14 fire Massive two-handed battleaxes. |
Betytira the steel greatsword (141% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 acid On Hit.r1 +8 acid While equipped: ----- def ----- Armour +6 Resists +12% acid +9% light +9% darkness Phys.save +9 (+5 eff.) Massive two-handed swords. |
Glareprophet the steel waraxe (105% power, 5 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +10 blight +16 light On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 16 While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane +9% blight Res.pen +5% light Apr +4 ----- def ----- Disease- +20% ---------- misc Mana/turn +0.08 One-handed war axes. |
rough leather sling4.0 T1 sling 1H weapon [Normal] Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
Emelynne (16/16, 121% power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 122% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +17 Apr +7 Crit +1.5% Capacity 16 Ranged+ +12 acid On Hit.r1 +20 acid On Crit.r2 +20 mind +16 acid On Hit: * 20% chance to reduce all saves and defense by 24 Arrows are used with bows to pierce your foes to death. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +33.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
Tilerek the Lightningvice (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +9 Fatigue +22% Resists +15% blight +9% lightning Mind.save +16 (+8 eff.) Silence- +20% Teleport- +10% A suit of armour made of metal plates. |
Gulrawyn the Oozeresolve (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +25% nature ----- def ----- Defense +2 (+1 eff.) Resists +12% light Spell.save +9 (+4 eff.) Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.60 Max.stam +13.00 A pair of boots made of leather. |
scouring hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +4 Dex dps ---------- Acc +12 (+4 eff.) On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Spell.save +10 (+5 eff.) Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: ----- def ----- Armour +2 Fatigue +3% HP.reg +4.00 ---------- misc Stam/turn +1.00 Max.stam +13.00 Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Islysenn the Glacierrot (25 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% cold ----- def ----- Armour +4 Defense +25 (+6 eff.) Fatigue +4% Resists +3% nature +9% mind Die.at -20.00 life Disease- +20% Teleport- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prothotipe&0.0 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. |
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. |
Tarremas the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% mind Melee Ret 6 mind ----- def ----- Armour +3 Defense +6 (+2 eff.) Resists +6% fire +7% physical Phys.save +12 (+6 eff.) Mind.save +6 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Achievements
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Tarruhek the Whitehoof Skirmisher level 12
23rd Retaking 124th year of Ascendancy at 21:11 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Tarruhek the Whitehoof Skirmisher level 10
20th Retaking 124th year of Ascendancy at 13:37 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Tarruhek the Whitehoof Skirmisher level 20
43rd Retaking 124th year of Ascendancy at 19:51 see stats
This will make a big Omelette! (Insane (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Tarruhek the Whitehoof Skirmisher level 22
45th Retaking 124th year of Ascendancy at 23:41 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Tarruhek the Whitehoof Skirmisher level 25
48th Retaking 124th year of Ascendancy at 03:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Tarruhek the Whitehoof Skirmisher level 18
39th Retaking 124th year of Ascendancy at 16:45 see stats
Log
Gussra the whitehoof ghoul casts Rune: Shielding.
A shield forms around Gussra the whitehoof ghoul.
Gussra the whitehoof ghoul uses Shattering Shout.
Gussra the whitehoof ghoul hits Tarruhek for (47 flat reduction), 352 physical (352 total damage).
Tarruhek the level 28 whitehoof skirmisher was ground to death by Gussra the whitehoof ghoul on level 2 of Krimbul Territory.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Gussra the whitehoof ghoul killed Tarruhek!
Saving game...
Resting starts...
Talent Rune: Shatter Afflictions is ready to use.
Talent Rune: Shielding is ready to use.
Talent Lifeless Rush is ready to use.
Talent Bash and Smash is ready to use.
Talent Rune: Blink is ready to use.
Talent Bombardment is ready to use.
Talent Pace Yourself is ready to use.
Talent Apply Poison is ready to use.
Talent Numbing Poison is ready to use.
Talent Crippling Poison is ready to use.
Tarruhek activates Pace Yourself.
Tarruhek activates Numbing Poison.
Tarruhek activates Bombardment.
Tarruhek activates Crippling Poison.
Tarruhek activates Apply Poison.
Rested for 11 turns (stop reason: all resources and life at maximum).
Saving done.











































































