








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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:
ZOmnibus Addon Pack 1.4.0Combines 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: 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. Ignore Race/Class Locks 1.1.0Modifies 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 1.5.0Official 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:
Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. 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 | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sun Paladin |
| Level / Exp | 30 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by sunwall vindicator at level 11 on the 39th Retaking 124th year of Ascendancy at 02:22 0 / 7Killed by dreaming horror at level 28 on the 44th Revenge 124th year of Ascendancy at 18:31 Killed by ravaging entropic rip at level 28 on the 45th Revenge 124th year of Ascendancy at 01:06 Killed by greater multi-hued wyrm at level 28 on the 45th Revenge 124th year of Ascendancy at 23:53 Killed by Goyawe the whitehoof ghoul at level 30 on the 1st Pain 124th year of Ascendancy at 04:48 Killed by Lisytta the whitehoof ghoul at level 30 on the 1st Pain 124th year of Ascendancy at 09:11 Killed by Lisytta the whitehoof ghoul at level 30 on the 1st Pain 124th year of Ascendancy at 10:35 |
Primary Stats
| Strength | 76 (base 53) |
| Dexterity | 37 (base 14) |
| Constitution | 21 (base 10) |
| Magic | 70 (base 52) |
| Willpower | 20 (base 10) |
| Cunning | 34 (base 20) |
Resources
| Life | -185/1033 |
| Positive | 56/77 |
| Stamina | 115/212 |
| Healing Factor | 1.566387434555 |
| Regeneration | 108.47232984293 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | +15.685207492513% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 208 |
| Accuracy | 41 |
| Crit Chance | 38% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 16% |
| Speed | 0.86441475247794 |
| Cooldown Reduction | 30.729404757976 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Physical | +14% |
| Cold | +14% |
| All | +8% |
| Darkness | +38% |
| Light | +24% |
| Mind | +14% |
| Lightning | +14% |
| Fire | +24% |
| Nature | +14% |
Offense: Damage Penetration
| Mind | +28% |
| Light | +33% |
| All | +23% |
Defense: Base
| Armour (hardiness) | 46.268591263751 (89.859154929577%) |
| Defense | 20 |
| Ranged Defense | 23 |
| Fatigue | 16 |
| Physical Save | 28 |
| Spell Save | 35 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 27%( 70%) |
| Cold | + 36%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 58%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 22%( 70%) |
| Mind | + 27%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Pinning Resistance | 45% |
| Bleed Resistance | 10% |
| Disarm Resistance | 30% |
| Knockback Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 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 322 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 205 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 577% 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 Strength stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Technique / Two-handed assault | 1.10 |
| 2/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Righteous Strength |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | A flow of life spins around the target, regenerating 64.40 life per turn. Regeneration |
| beneficial effect | The target is protected by the sun, increasing their spell casting speed by 16%, reducing spell cooldowns by 31%, and preventing damage over 74% of your maximum life from a single hit. Suncloak |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
| detrimental effect | Huge cut that bleeds, doing 56.59 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 37.46 nature damage per turn. Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 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 Yetis | 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 |
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 |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Daytrencher' (0 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * 15% chance to blind Changes resistances: +15% mind Changes resistances penetration: +10% light / +5% mind Changes damage: +6% light Light radius: +3 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | UlyrekCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% acid / +6% fire / +9% nature / +9% temporal Changes resistances penetration: +8% all Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Vorowyn the Ravenknight (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: -1% Changes stats: +9 Str / +11 Dex / +3 Wil / +3 Cun / +4 Con Changes resistances: +6% darkness Changes damage: +12% darkness A cap made of leather. |
| Tool | iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Goremarrow the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +20% nature Changes damage: +6% nature / +6% mind Life regen: +0.60 Maximum life: +58.00 Healing mod.: +18% Rings can have magical properties. |
| On fingers | Betireda the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: -4% Changes stats: +3 Dex Changes resistances: +6% light / +20% darkness Reduces incoming crit damage: 10.00% Disarm immunity: +30% Pinning immunity: +45% Knockback immunity: +30% Maximum life: +25.00 Rings can have magical properties. |
| Around waist | AruminorInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +4 Mag / +2 Wil / +2 Cun Changes resistances: +6% cold / +9% light / +12% darkness Spell save: +20 (+8 eff.) Life regen: +2.00 Healing mod.: +16% A belt that goes around your waist. |
| In main hand | Tirakai's Maul (56-72.8 power, 12 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 72.8 Uses stats: 60% Mag, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Crit. chance: +12.0% Attack speed: 100% Damage conversion: 25% lightning / 25% cold / 25% arcane / 25% fire When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +8 Dex / +14 Mag / +8 Cun / +6 Con Changes resistances penetration: +8% all Changes damage: +6% lightning / +6% physical / +18% darkness / +6% acid / +6% fire / +6% cold / +8% all Spellpower: +12 (+4 eff.) Ureslak's Focus: Unique Talent on hit(spell): Necrotic Breath (12% chance level 2). It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
| On hands | Drilar (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Changes stats: +4 Str Grants telepathy: Dragon Mental save: +9 (+4 eff.) Blindness immunity: +20% Cut immunity: +10% Mindpower: +6 (+3 eff.) Mental crit. chance: +4% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | radiant steel plate armour of Eyal (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +15% blight / +13% darkness Life regen: +2.00 Maximum life: +58.00 Light radius: +2 Healing mod.: +14% A suit of armour made of metal plates. |
| Cloak | thick cashmere cloak of the Shaloren (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +2 Wil / +1 Mag Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+4 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Inventory
Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+2 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 20 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Stralite Sand Shredder (0 def, 1 armour)Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-9 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-5 eff.) 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. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 15.13 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +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 ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Behemoth)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By DOUBLE nigger the Orc Sun Paladin level 9
19th Retaking 124th year of Ascendancy at 23:01 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By DOUBLE nigger the Orc Sun Paladin level 13
42nd Retaking 124th year of Ascendancy at 20:45 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By DOUBLE nigger the Orc Sun Paladin level 29
51st Revenge 124th year of Ascendancy at 03:00 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By DOUBLE nigger the Orc Sun Paladin level 10
20th Retaking 124th year of Ascendancy at 03:46 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By DOUBLE nigger the Orc Sun Paladin level 20
18th Revenge 124th year of Ascendancy at 01:33 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By DOUBLE nigger the Orc Sun Paladin level 30
52nd Revenge 124th year of Ascendancy at 21:42 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By DOUBLE nigger the Orc Sun Paladin level 21
19th Revenge 124th year of Ascendancy at 11:31 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By DOUBLE nigger the Orc Sun Paladin level 25
21st Revenge 124th year of Ascendancy at 20:42 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By DOUBLE nigger the Orc Sun Paladin level 19
17th Revenge 124th year of Ascendancy at 10:27 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By DOUBLE nigger the Orc Sun Paladin level 30
1st Pain 124th year of Ascendancy at 02:31 see stats
Log
Bleeding from Lisytta the whitehoof ghoul hits DOUBLE nigger for 57 physical damage.
Poison from Lisytta the whitehoof ghoul hits DOUBLE nigger for 24 nature damage.
Lisytta the whitehoof ghoul uses Block.
DOUBLE nigger uses Infusion: Regeneration.
DOUBLE nigger starts regenerating health quickly.
Lisytta the whitehoof ghoul damages himself through Martyrdom!
DOUBLE nigger hits Lisytta the whitehoof ghoul for (5 resist armour), 0 fire (0 total damage).
Lisytta the whitehoof ghoul's fiery vapour area effect hits DOUBLE nigger for 90 fire damage.
Lisytta the whitehoof ghoul resists the mind attack!
DOUBLE nigger deactivates Second Life.
DOUBLE nigger has been healed by a blast of positive energy!
Lisytta the whitehoof ghoul damages himself through Martyrdom!
DOUBLE nigger receives 377 healing.
DOUBLE nigger hits Lisytta the whitehoof ghoul for (10 blocked), 0 physical, (0 blocked), 0 acid, (3 resist armour), 0 light, (1 resist armour), 0 mind, (1 resist armour), 0 light, (0 blocked), 0 acid, (3 resist armour), 0 light, (2 resist armour), 0 mind (0 total damage).
Lisytta the whitehoof ghoul hits DOUBLE nigger for 181 physical, 9 acid, 0 physical, 8 light, 9 acid (206 total damage).
Lisytta the whitehoof ghoul damages himself through Martyrdom!
DOUBLE nigger hits Lisytta the whitehoof ghoul for (4 blocked), 0 physical, (1 resist armour), 0 nature (0 total damage).
Bleeding from Lisytta the whitehoof ghoul hits DOUBLE nigger for 65 physical damage.
Poison from Lisytta the whitehoof ghoul hits DOUBLE nigger for 24 nature damage.
Lisytta the whitehoof ghoul damages himself through Martyrdom!
Lisytta the whitehoof ghoul hits DOUBLE nigger for 9 cold, 13 physical, 15 acid (37 total damage).
Weapon of Wrath hits Lisytta the whitehoof ghoul for (5 resist armour), 72 fire (72 total damage).
DOUBLE nigger hits Lisytta the whitehoof ghoul for (17 blocked), 0 physical, (5 resist armour), 0 light, 0 arcane, (0 blocked), 0 cold, (1 blocked), 0 physical, (1 blocked), 0 acid (0 total damage).
Lisytta the whitehoof ghoul damages himself through Martyrdom!
DOUBLE nigger hits Lisytta the whitehoof ghoul for (5 resist armour), 0 fire (0 total damage).
Lisytta the whitehoof ghoul's fiery vapour area effect hits DOUBLE nigger for 90 fire damage.
Lisytta the whitehoof ghoul performs a melee critical strike against DOUBLE nigger!
Saving game...







































































