










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! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Berserker |
| Level / Exp | 34 / 77% |
| Size | huge |
| Lifes / Deaths | Killed by Gunsnake at level 7 on the 15th Retaking 124th year of Ascendancy at 07:06 4 / 2Killed by 3-headed hydra at level 34 on the 11st Dearth 124th year of Ascendancy at 17:34 |
Primary Stats
| Strength | 125 (base 60) |
| Dexterity | 18 (base 11) |
| Constitution | 59 (base 33) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 61 (base 47) |
Resources
| Life | 1134/1134 |
| Stamina | 204/204 |
| Steam | 100/100 |
| Healing Factor | 1.3251133323992 |
| Regeneration | 7.5101420605395 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 184 |
| Accuracy | 35 |
| Crit Chance | 65% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +8% |
| Light | +7% |
| Arcane | +3% |
| Cold | +30% |
| Lightning | +12% |
Offense: Damage Penetration
| Physical | +35% |
| Fire | +10% |
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 27.317011280365 (72.903125182002%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 39 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 69%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 42%( 70%) |
| Light | + 35%( 70%) |
| Physical | + 33%( 70%) |
| Darkness | + 35%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 357 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 294 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
| 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's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | miner's pair of hardened leather boots of tirelessness (0 def, 6 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 ---------- misc Stam/turn +0.40 Max.stam +13.00 Infravis +1 A pair of boots made of leather. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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 | hardened leather cap 'Floehack' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Cun +2 Con dps ---------- Phys.pwr +4 (+0 eff.) Dmg.mod +3% arcane +15% cold Res.pen +20% cold Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +12% light +12% darkness A cap made of leather. |
| Tool | elven-wood totem of healing [power 302] (15 cooldown)2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | 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 4 tidal wave that expands slowly over 7 turns, dealing 11.44 cold and 8.80 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. |
| On fingers | rogue's gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +8 (+5 eff.) Resists +24% lightning Rings make your fingers look great! |
| Around waist | Bethonn the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +8 Con dps ---------- Crit.mult +5.00% Phys.pwr +9 (+1 eff.) Res.pen +15% physical ----- def ----- Resists +9% acid +17% fire +8% lightning +12% cold Phys.save +10 (+4 eff.) ---------- misc Stam/turn +2.00 Size +1 A belt that goes around your waist. |
| In main hand | dwarven-steel greatsword of evisceration (34-54 power, 18 apr) 3.0 T3 greatsword 2H weapon [Ego+] Master Power 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +19.5% Atk.spd 100% On Crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +10 (+2 eff.) Massive two-handed swords. |
| On hands | dwarven-steel gauntlets 'Galizilafang' (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Acc +20 (+7 eff.) Melee Ret 2 acid ----- def ----- Armour +2 Fatigue +3% Resists +9% acid +3% physical ---------- misc Stam/turn +3.00 Talents +1 Sand Shredder 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. |
| Main armor | prismatic dwarven-steel mail armour of spell shielding (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +12% light +11% darkness +7% arcane Spell.save +14 (+5 eff.) A suit of armour made of mail. |
| Cloak | Geth the Phoenixstreak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Cun dps ---------- Spell.pwr +25 (+13 eff.) Res.pen +20% physical +10% fire ----- def ----- Defense +2 (+2 eff.) ---------- misc Stam/turn +3.00 Mana/turn +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's gold amulet of the eclipse0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% Melee+ 8 light 8 darkness Dmg.mod +7% light +8% darkness On Melee Ret: * 5% chance to reduce damage dealt by 16% * 7% chance to blind ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Inventory
schematic: Back Support0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 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: Fiery 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. |
2 schematic: Flash Powder0.1 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: Frost 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. |
2 schematic: Headlamp0.1 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: 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: Kinetic Stabiliser0.1 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: Mana Coil0.1 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: Mental Stimulator0.1 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: Razor 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: Rustproof 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. |
schematic: Silver Filigree0.1 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: 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. |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 179 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
savior's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +11 (+4 eff.) Spell.save +13 (+5 eff.) Mind.save +10 (+5 eff.) Amulets make your neck look great! |
titan's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +6 (+2 eff.) Rings make your fingers look great! |
savior's gold ring of light (+20%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Phys.save +8 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+4 eff.) Rings make your fingers look great! |
hateful steel greatmaul of erosion (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature/Psionic Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 darkness +9 nature Against +10% Living Massive two-handed mauls. |
Bokavor the dwarven-steel greatmaul (44-65 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Nature Power 43.5 - 65.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Resists +3% acid +6% light +3% mind Crit.chn- 15.00% Mind.save +15 (+7 eff.) Massive two-handed mauls. |
Scumwalker (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Nature Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 nature On Hit: * 20 arcane resource burn While equipped: Stats +14 Con +16 Wil ----- def ----- Armour +4 Defense +25 (+13 eff.) Resists +5% physical Max.HP +84.00 Cut- +20% Massive two-handed swords. |
dreamer's woollen robe of corrosion (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +13% acid ----- def ----- Resists +19% acid +11% darkness +11% mind +9% all Phys.save +11 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +20 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+7 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Flashcast (9 def, 8 armour)9.0 T3 light armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +3% blight Res.pen +10% blight +20% fire ----- def ----- Armour +8 Defense +9 (+5 eff.) Fatigue +8% Resists +7% acid +10% light +3% blight +19% fire +7% cold +10% darkness ---------- misc Breathe water A suit of armour made of leather. |
Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)9.0 T3 light armor [Unique] Master/Steamtech While equipped: Stats +8 Dex ----- def ----- Armour +12 Defense +14 (+8 eff.) Crit.dmg- 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
drakeskin leather armour 'Chuharachik' (30 def, 15 armour)9.0 T5 light armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.pwr +13 (+6 eff.) Dmg.mod +9% arcane Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 16 ----- def ----- Armour +15 Defense +30 (+16 eff.) Fatigue +8% Resists +18% acid +14% physical +26% darkness +7% lightning +15% blight +9% cold +5% arcane +20% fire Mind.save +18 (+9 eff.) ---------- misc Light +1 A suit of armour made of leather. |
impenetrable steel mail armour of acid resistance (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. |
Gloruth the Lavawarden (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +6% arcane +6% fire Res.pen +10% fire ----- def ----- Armour +11 Defense +3 (+2 eff.) Fatigue +12% Resists +8% acid +32% cold +7% mind +12% fire Mind.save +14 (+7 eff.) ---------- misc Breathe water A suit of armour made of mail. |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +4 (+3 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
radiant steel plate armour of acid resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +9 Fatigue +22% Resists +13% blight +12% darkness +16% acid ---------- misc Light +1 A suit of armour made of metal plates. |
Obsidianpanic (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% darkness Res.pen +15% fire +15% darkness +5% nature ----- def ----- Armour +11 Fatigue +22% Resists +14% blight +27% darkness ---------- misc Light +2 A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Generate a personal shield that absorbs up to 202 damage and damages attackers striking the wearer for 25 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
Daimiyaldir the Barkbile1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +20% nature ----- def ----- Armour +4 Resists +27% fire +6% nature +15% cold Max.HP +90.00 Blind- +20% Disease- +20% A belt that goes around your waist. |
Glarepride1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +24 (+4 eff.) Res.pen +5% light ----- def ----- Defense +5 (+3 eff.) Phys.save +3 (+1 eff.) Spell.save +8 (+3 eff.) ---------- misc Light +1 Size +1 A belt that goes around your waist. |
Scaldenvy1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +15% darkness Res.pen +20% darkness +25% fire Melee Ret 4 darkness 4 fire ----- def ----- Resists +15% fire Phys.save +10 (+4 eff.) A belt that goes around your waist. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+3 eff.) ----- def ----- Defense +8 (+5 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
thick cashmere cloak of mindcraft (2 def, 7 armour)2.0 T3 cloak armor [Ego+] Master/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +4% ----- def ----- Armour +7 Defense +2 (+2 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+5 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 8% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (61 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (104 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. |
naturalist's rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 nature Dmg.mod +3% nature ----- def ----- Armour +1 Resists +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +2 HP.reg +6.00 ---------- misc Stam/turn +0.70 Max.stam +17.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Con dps ---------- Dmg.mod +5% arcane ----- def ----- Defense +2 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 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 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-10 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training Mag 12 [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+3 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
3 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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
55 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. |
60 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. |
49 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 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. |
54 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. |
12 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. |
10 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
12 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. |
8 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
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. |
iron pickaxe of the Iron Throne (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +20.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hellwing (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +3 Dex +4 Wil +5 Con dps ---------- Phys.pwr +4 (+0 eff.) Mov.spd +10% Melee Ret 6 fire ---------- misc See.Invis +9 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. |
focusing elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Frigidpython the yew totem of stinging [power 296] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +30% fire +18% cold Melee Ret 4 lightning ----- def ----- Resists +9% cold Sting an enemy dealing 296 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Uluduledas the Kruk Yeti Berserker level 4
12nd Retaking 124th year of Ascendancy at 12:53 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Uluduledas the Kruk Yeti Berserker level 13
33rd Retaking 124th year of Ascendancy at 07:33 see stats
Exterminator
Killed 1000 creatures.By Uluduledas the Kruk Yeti Berserker level 28
29th Revenge 124th year of Ascendancy at 05:51 see stats
Level 10
Got a character to level 10.By Uluduledas the Kruk Yeti Berserker level 10
16th Retaking 124th year of Ascendancy at 18:16 see stats
Level 20
Got a character to level 20.By Uluduledas the Kruk Yeti Berserker level 20
7th Revenge 124th year of Ascendancy at 11:35 see stats
Level 30
Got a character to level 30.By Uluduledas the Kruk Yeti Berserker level 30
41st Revenge 124th year of Ascendancy at 04:35 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Uluduledas the Kruk Yeti Berserker level 33
3rd Dearth 124th year of Ascendancy at 10:02 see stats
Size matters
Did over 600 damage in one attack.By Uluduledas the Kruk Yeti Berserker level 23
12nd Revenge 124th year of Ascendancy at 02:22 see stats
That was close
Killed your target while having only 1 life left.By Uluduledas the Kruk Yeti Berserker level 34
11st Dearth 124th year of Ascendancy at 17:20 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Uluduledas the Kruk Yeti Berserker level 34
3rd Dearth 124th year of Ascendancy at 16:32 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Uluduledas the Kruk Yeti Berserker level 34
3rd Dearth 124th year of Ascendancy at 19:33 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Uluduledas the Kruk Yeti Berserker level 25
14th Revenge 124th year of Ascendancy at 05:06 see stats
Log
--------------------------------
Uluduledas no longer revels in blood quite so much.
Uluduledas's rage subsides!
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Melee retaliation killed Uluduledas!
Uluduledas killed Fire drake hatchling!
Saving game...
Talent Infusion: Healing is ready to use.
Talent Vitality is ready to use.
Talent Stunning Blow is ready to use.
--------------------------------
Resting starts...
Talent Daunting Presence is ready to use.
Talent Death Dance is ready to use.
Talent Berserker Rage is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Warshout is ready to use.
Talent Rush is ready to use.
Talent Unstoppable is ready to use.
Talent Algid Rage is ready to use.
Rested for 42 turns (stop reason: all resources and life at maximum).
--------------------------------
Saving done.
Uluduledas activates Berserker Rage.
Uluduledas activates Daunting Presence.



















































































































