










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Forbidden Cults 1.5.9Official 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 | Male |
| Race | Orc |
| Class | Anorithil |
| Level / Exp | 28 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by Bethyvena the ritch larva at level 21 on the 39th Revenge 124th year of Ascendancy at 19:02 1 / 6Killed by Glylegassra the ritch centipede at level 22 on the 43rd Revenge 124th year of Ascendancy at 05:08 Killed by Lisamina the ritch larva at level 28 on the 13rd Pain 124th year of Ascendancy at 23:41 Killed by Isilaith the large brown snake at level 28 on the 14th Pain 124th year of Ascendancy at 04:53 Killed by Velimina the Guardian at level 28 on the 16th Dearth 124th year of Ascendancy at 13:34 Killed by Orcanorithilan at level 28 on the 16th Dearth 124th year of Ascendancy at 13:35 |
Primary Stats
| Strength | 20 (base 14) |
| Dexterity | 11 (base 10) |
| Constitution | 23 (base 13) |
| Magic | 63 (base 60) |
| Willpower | 15 (base 10) |
| Cunning | 52 (base 46) |
Resources
| Life | 742/742 |
| Positive | 130/131 |
| Negative | 130/131 |
| Steam | 100/100 |
| Healing Factor | 1.30103626943 |
| Regeneration | 1.1058808290155 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +61.370088654621% |
| Spell | -5.0071058410595E-12% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 5 |
| Crit Chance | 23% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 35% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +34% |
| Temporal | +4% |
| Nature | +30% |
| Physical | +5% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +31% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 37.5 (58.636363636364%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 23 |
| Mental Save | 27 |
Defense: Resistances
| Arcane | + 10%( 70%) |
| Cold | + 37%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 14%( 70%) |
| Darkness | + 21%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Disarm Resistance | 20% |
| Confusion Resistance | 5% |
| Silence Resistance | 19% |
| Stun Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 16% for 7 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 195 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 247 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Celestial / Circles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Twilight | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Inspired by a recent kill increasing all resistance by 6%. Orcish Triumph |
| 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 |
| beneficial effect | Moving at extreme speed (364% faster). Any action other than movement will cancel it. Wild Speed |
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 ErĂșan 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 need to have free the Vor Pride orcs. * You need to have free the Rak'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. * 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. | 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'HaĂŻb 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 | Isloriwe (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +3% temporal +12% nature +8% fire +5% arcane +8% cold Disarm- +20% Confus- +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Windspawner (0 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +30% nature Res.pen +25% darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% Resists +9% nature +13% light +13% darkness ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A cap made of leather. |
| Tool | iron torque of thermal psionic shield [power 25] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 10.12 cold and 9.24 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 1/60 This azure ring seems to be always moist to the touch. |
| On fingers | rogue's steel ring of life0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+6 eff.) Max.HP +53.00 HP.reg +0.60 Heal.mod +10% Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T2 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. |
| In main hand | yew starstaff 'Borerak' (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light ----- def ----- Armour +4 Resists +9% lightning Silence- +20% Pinning- +20% Stun/Frz- +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Demonire of the Blightspawn (0 def, 1 armour) 1.5 T1 hands armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +5% Mind.crit +6% Crit.mult +6.00% Melee+ 7 light 6 temporal Ranged+ 8 temporal Dmg.mod +4% light +4% temporal On Melee Ret: * 20% chance to inflict 15% damage reduction * 20% chance to disease ----- def ----- Armour +1 Resists +6% temporal +9% light +3% darkness ---------- misc Light +2 Talents +1 Sand Shredder Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | fortifying steel mail armour of command (8 def, 10 armour)14.0 T2 heavy armor [Ego++] Master/Psionic While equipped: Stats +4 Str +2 Cun +3 Con ----- def ----- Armour +10 Defense +8 (+7 eff.) Fatigue +14% Mind.save +11 (+5 eff.) Max.HP +30.00 A suit of armour made of mail. |
| Cloak | Wrap of Stone (0 def, 10 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Armour +10 Hardiness +15% Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.10 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 92.83 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
medical injector implant of the duelist (efficiency 109% / cooldown 77%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 109% efficiency and cooldown mod of 77%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 124% / cooldown 66%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 124% efficiency and cooldown mod of 66%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 25 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 85)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 85 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (565% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 565% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 9; power 26; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 69)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 69 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 172 (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. |
savior's steel amulet of healing0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +11 (+6 eff.) Spell.save +14 (+7 eff.) Mind.save +14 (+7 eff.) Heal.mod +10% Cut- +50% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 139 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet 'Galerage'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +9% acid Res.pen +15% lightning On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% acid +6% lightning Amulets can have magical properties. |
Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Melee+ 29 light Ranged+ 28 light Dmg.mod +13% darkness +9% mind Res.pen +10% mind Melee Ret 4 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction * 17% chance to blind On Hit (Ranged): * 10% chance to blind ----- def ----- Fatigue -5% Resists +26% darkness ---------- misc Max.enc +22 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 24 light Ranged+ 22 light On Hit (Melee): * 14% chance to blind On Hit (Ranged): * 13% chance to blind Rings can have magical properties. |
sneakthief's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Melee+ 22 light Ranged+ 22 light Acc +7 (+7 eff.) On Hit (Melee): * 14% chance to blind On Hit (Ranged): * 10% chance to blind Rings can have magical properties. |
Plaguebreaker the yew longbow4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +2 Wil dps ---------- Phys.crit +6.0% Spell.crit +2% S.pwr/crit +10 Acc +12 (+12 eff.) ----- def ----- Resists +6% nature Def/telep +10 Dur/telep +40% ---------- misc Vim/s.crit +2.00 Longbows are used to shoot arrows at your foes. |
earthen yew vilestaff (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid ----- def ----- Armour +3 Hardiness +4% Phys.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash starstaff of illumination (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% light On Hit (Melee): * 8% chance to blind ----- def ----- Defense +6 (+6 eff.) HP.reg +0.70 Heal.mod +10% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 110.62 light damage. Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash starstaff of illumination (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% light On Hit (Melee): * 6% chance to blind ----- def ----- Defense +7 (+6 eff.) HP.reg +0.60 Heal.mod +11% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 82.14 light damage. Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of might (19-22.8 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +8 (+2 eff.) Dmg.mod +19% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of protection (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% temporal ----- def ----- Resists +10% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe 'Ivotha' (12-16.8 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Phasing +50% Melee+ +8 temporal While equipped: dps ---------- Dmg.mod +21% blight Melee Ret 21 temporal ----- def ----- Resists +11% temporal Spell.save +6 (+3 eff.) ---------- misc Max.vim +40.00 One-handed war axes. |
Umbrawinnow of the Blightspawn1.0 T1 belt armor [Random Unique] Arcane/Psionic While equipped: Stats -2 Str +4 Mag +8 Wil +2 Cun dps ---------- Spell.crit +4% Crit.mult +10.00% ----- def ----- Fatigue -5% Mind.save +6 (+3 eff.) Max.HP +43.00 ---------- misc Max.enc +22 Max.psi +20.00 A belt that goes around your waist. |
hardened leather belt 'Emeleba'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% acid +6% temporal +6% light +3% blight +6% nature Spell.save +10 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+7 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 (53 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (92 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. |
Toroddalar the Bogborn (0 def, 4 armour)3.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +3 Cun dps ---------- Dmg.mod +12% nature ----- def ----- Armour +4 Fatigue -2% Phys.save +8 (+4 eff.) HP.reg +1.90 Heal.mod +15% ---------- misc Max.enc +25 See.Invis +12 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Fire a poisonous bolt out to range 6 that deals 17 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 53 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Islyssra the Blazeresolve (0 def, 2 armour)1.5 T3 hands armor [Rare] Nature While equipped: Stats +6 Str +2 Wil dps ---------- Melee+ 6 nature Dmg.mod +6% nature Res.pen +25% lightning ----- def ----- Armour +2 Resists +6% nature ---------- misc Light +3 Metal gloves protecting the hands up to the middle of the lower arm. |
Nymarach (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Spell.crit +12% Res.pen +10% arcane ----- def ----- Armour +2 Disarm- +28% ---------- misc Masteries +0.20 Technique/Grappling Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ritch Claws (0 def, 6 armour)1.5 T2 hands armor [Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +6 Rushing Claws: Level 2.0 Pwr.cost 24 out of 24/24. Range 7 Travel.spd instantaneous Is a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
Arctreason (2 def, 14 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +12% physical Apr +3 Melee Ret 8 lightning ----- def ----- Armour +14 Defense +2 (+2 eff.) Resists +12% physical ---------- misc Stam/turn +0.80 A pointy cloth hat, very wizardly... |
Kindlewind (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) Dmg.mod +12% light Res.pen +25% light Melee Ret 8 temporal On Hit (Melee): * 30% chance to blind ----- def ----- Defense +2 (+2 eff.) ---------- misc Psi/turn +0.19 A pointy cloth hat, very wizardly... |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+4 eff.) Fatigue +6% Resists +10% darkness ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 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. |
Willowradiance (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% nature +6% light Res.pen +15% light +15% nature On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
living dwarven-steel shield of crushing (8 def, 2 armour, 83.5 block)7.0 T3 shield armor Reqs Str 24 Heavy Armour Training 2 [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +7 (+3 eff.) Melee Ret 13 nature ----- def ----- Armour +2 Defense +8 (+7 eff.) Rng.Def +8 (+7 eff.) Fatigue +12% Resists +16% nature +12% blight Max.HP +60.00 ---------- misc Talents +3 Block Handheld deflection devices. |
deadly quiver of yew arrows (19/19, 40-56 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Master Power 40.0 - 56.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Arrows are used with bows to pierce your foes to death. |
31 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. |
23 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. |
33 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 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. |
20 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
sapper's dwarven-steel pickaxe (dig speed 25 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Cun +2 Str dps ---------- Acc +4 (+4 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
42 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag 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. |
38 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
15 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. |
overpowered ash wand of clairvoyance [power 12] (8 cooldown)2.0 T2 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 12, power 71 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
37 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Orcanorithilan the Orc Anorithil level 10
41st Retaking 124th year of Ascendancy at 03:50 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Orcanorithilan the Orc Anorithil level 11
46th Retaking 124th year of Ascendancy at 00:31 see stats
Exterminator
Killed 1000 creatures.By Orcanorithilan the Orc Anorithil level 27
8th Pain 124th year of Ascendancy at 07:38 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Orcanorithilan the Orc Anorithil level 17
11st Revenge 124th year of Ascendancy at 18:04 see stats
Level 10
Got a character to level 10.By Orcanorithilan the Orc Anorithil level 10
38th Retaking 124th year of Ascendancy at 06:55 see stats
Level 20
Got a character to level 20.By Orcanorithilan the Orc Anorithil level 20
35th Revenge 124th year of Ascendancy at 21:22 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Orcanorithilan the Orc Anorithil level 21
39th Revenge 124th year of Ascendancy at 07:36 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Orcanorithilan the Orc Anorithil level 14
2nd Revenge 124th year of Ascendancy at 23:30 see stats
Log
Orcanorithilan is stunned!
Velimina the Guardian hits Orcanorithilan for 42 physical, 2 nature, 15 darkness (61 total damage).
Orcanorithilan hits Velimina the Guardian for 15 darkness, 21 light, 5 darkness, 7 light (49 total damage).
Orcanorithilan the level 28 orc anorithil was darkened to death by Velimina the Guardian on level 1 of Ruined Dungeon.
You have 1 life(s) left.
Orcanorithilan is no longer poisoned.
Orcanorithilan feels pain again.
Orcanorithilan is no longer poisoned.
Orcanorithilan deactivates Hymn of Shadows.
Orcanorithilan deactivates Corona.
Orcanorithilan stops regenerating health quickly.
Orcanorithilan deactivates Hymn Nocturnalist.
Orcanorithilan is firmly planted in reality.
Orcanorithilan deactivates Chant of Fortress.
Orcanorithilan is free from the illness.
Orcanorithilan has finished recovering.
Orcanorithilan is not stunned anymore.
Orcanorithilan stops burning.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Velimina the Guardian killed Orcanorithilan!
Orcanorithilan is moving at extreme speed!
Saving done.
Talent Jumpgate: Teleport To is ready to use.
Talent Searing Light is ready to use.
Talent Starfall is ready to use.
Orcanorithilan roars triumphantly.
Saving game...









































































































