











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.0Donators/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!) Ashes of Urh'Rok 1.7.0Official 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:
Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.7.2This 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 Embers of Rage 1.7.0Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.0Official 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 | Berserker |
| Level / Exp | 46 / 95% |
| Size | big |
| Lifes / Deaths | Killed by saw horror at level 16 on the 47th Retaking 124th year of Ascendancy at 14:28 0 / 8Killed by Nektosh the One-Horned at level 29 on the 9th Dearth 124th year of Ascendancy at 05:16 Killed by Veleta the giant spider at level 37 on the 42nd Dearth 124th year of Ascendancy at 00:56 Killed by steam defence turret at level 39 on the 32nd Destruction 124th year of Ascendancy at 19:54 Killed by retaliator of Atmos at level 40 on the 34th Destruction 124th year of Ascendancy at 07:20 Killed by steam defence turret at level 43 on the 37th Destruction 124th year of Ascendancy at 08:13 Killed by Adynor the Guardian at level 46 on the 39th Destruction 124th year of Ascendancy at 00:56 Killed by Adynor the Guardian at level 46 on the 39th Destruction 124th year of Ascendancy at 01:36 |
Primary Stats
| Strength | 126 (base 60) |
| Dexterity | 61 (base 35) |
| Constitution | 67 (base 60) |
| Magic | 15 (base 10) |
| Willpower | 25 (base 24) |
| Cunning | 43 (base 18) |
Resources
| Life | -712/1694 |
| Stamina | 143/272 |
| Steam | 100/100 |
| Healing Factor | 1.9735014349578 |
| Regeneration | 51.402119258855 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +19% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 10 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 250 |
| Accuracy | 70 |
| Crit Chance | 57% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +23% |
| Lightning | +33% |
| Light | +14% |
| Nature | +14% |
| Cold | +33% |
| Arcane | +33% |
| Fire | +43% |
| All | +8% |
Offense: Damage Penetration
| Physical | +28% |
| Lightning | +38% |
| Light | +28% |
| Nature | +23% |
| Cold | +38% |
| Arcane | +38% |
| Fire | +38% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 60.317011280365 (92.903125182002%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 55 |
| Mental Save | 41 |
Defense: Resistances
| Physical | + 16%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 19%( 70%) |
| All | + 15%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 33% |
| Disarm Resistance | 100% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 31% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 511 life over 5 turns. Its effects scale with your Strength stat. |
| 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 physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 314 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
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. | active |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
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 | Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | watchleader's alchemist's lamp of illusion1.0 T3 lite [Ego++] Master/Psionic While equipped: ----- def ----- Defense +6 (+2 eff.) Phys.save +12 (+3 eff.) Spell.save +11 (+4 eff.) Mind.save +12 (+4 eff.) Blind- +31% Confus- +13% ---------- misc Light +8 See.Stealth +10 See.Invis +8 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | leafwalker's voratun helm of trickery (0 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +14 Cun +3 Dex dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +9% nature Spell.save +10 (+3 eff.) Mind.save +15 (+5 eff.) Max.HP +81.00 Heal.mod +18% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | focusing elven-wood totem of healing [power 386] (15 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 386 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +10 (+5 eff.) Mind.pwr +9 (+5 eff.) Mov.spd +19% Res.pen +15% physical Acc +21 (+5 eff.) ----- def ----- Armour +8 Defense +10 (+3 eff.) Resists +1% physical Phys.save +12 (+3 eff.) Spell.save +11 (+4 eff.) Mind.save +11 (+4 eff.) ---------- misc Stam/turn +3.00 Can be unequipped or rerolled. 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 Puts all charms on 1 cooldown Activation is instant. "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? |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around waist | balancing drakeskin leather belt of life 1.0 T5 belt armor [Ego+] Nature/Master While equipped: Stats +4 Cun +6 Dex dps ---------- Phys.crit +8.0% Mind.crit +10% ----- def ----- Fatigue -20% HP.reg +2.60 Heal.mod +14% ---------- misc Max.enc +50 A belt that goes around your waist. |
| In main hand | Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) 5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 On Hit: * splashes acid on your target dealing 33 damage and reducing their armor While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +140% ---------- misc Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Main armor | rejuvenating stralite mail armour of Eyal (4 def, 12 armour) 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +12 Hardiness +20% Defense +4 (+1 eff.) Fatigue +14% Max.HP +52.00 HP.reg +10.30 Heal.mod +14% ---------- misc Stam/turn +1.90 A suit of armour made of mail. |
| Cloak | Runodunagar (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Resists +5% arcane +12% blight Phys.save +12 (+3 eff.) Die.at -20.00 life Heal.mod +15% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glarewish0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +19 Lck +3 Con dps ---------- Dmg.mod +6% light +6% nature Res.pen +15% light +10% nature Acc +21 (+5 eff.) ----- def ----- Defense +15 (+5 eff.) Phys.save +10 (+2 eff.) Unseen.red 27% Max.HP +66.00 HP.reg +4.00 ---------- misc Light +3 Amulets make your neck look great! |
Inventory
steam generator implant (steam 8)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 38 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
2 schematic: Ablative Armour0.1 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: Antimagic Shell0.1 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: Iron Grip0.1 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: 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: 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: Saw Shell0.1 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: Solid Shell0.1 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: Spring Grapple0.1 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. |
3 schematic: Steamsaw0.1 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: Viral Needlegun0.1 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. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 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 193 (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. |
restful voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 10 light 7 darkness Dmg.mod +11% light +10% darkness On Melee Ret: * 14% chance to reduce damage dealt by 17% * 13% chance to blind ----- def ----- Fatigue -8% HP.reg +4.00 Amulets make your neck look great! |
voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +14.00% Spell.pwr +9 (+5 eff.) Dmg.mod +13% blight +11% fire Amulets make your neck look great! |
gladiator's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Max.HP +81.00 HP.reg +13.00 Heal.mod +14% Rings make your fingers look great! |
blazebringer's voratun battleaxe of massacre (74-112 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature/Master Power 74.5 - 111.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +56 fire While equipped: dps ---------- All.spd +8% Res.pen +23% fire Massive two-handed battleaxes. |
enhanced voratun battleaxe of phasing (60-90 power, 31 apr)3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Nature Power 60.0 - 90.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +31 Crit +8.0% Atk.spd 100% Phasing +23% While equipped: Stats +14 Str +9 Dex +6 Mag +10 Wil +14 Cun +13 Con Massive two-handed battleaxes. |
voratun battleaxe of ruin (58-88 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 58.5 - 87.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Crit.mult +44.00% Apr +17 Massive two-handed battleaxes. |
quick voratun dagger of amnesia (39-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master/Psionic Power 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +11 (+3 eff.) Sharp, short and deadly. |
Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +0.0% Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 126 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
caustic voratun greatsword of evisceration (64-103 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 64.5 - 103.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +33 acid +41 nature On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +17.0% Phys.pwr +17 (+4 eff.) Res.pen +35% acid +26% nature Apr +16 Massive two-handed swords. |
flaming voratun greatsword (62-98 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Arcane Power 61.5 - 98.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +20 fire Massive two-handed swords. |
stralite greatsword of enduring (48-76 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Nature Power 47.5 - 76.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +13 Con +7 Wil ----- def ----- Max.HP +55.00 Massive two-handed swords. |
truestriking voratun greatsword (64-102 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 64.0 - 102.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +17% physical Acc +16 (+4 eff.) Apr +16 Massive two-handed swords. |
dragonbone longbow of recursion4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 Longbows are used to shoot arrows at your foes. |
Nithan's Force4.0 T5 sling 1H weapon Reqs Shoot [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 4.0 Pwr.cost 16 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
cruel dragonbone vilestaff of greater warding (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +16.00% Spell.pwr +15 (+8 eff.) Dmg.mod +30% blight ----- def ----- Armour +8 Defense +10 (+3 eff.) ---------- misc Wards +3 blight Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steady voratun steamgun of recursion4.0 T5 steamgun 1H weapon Reqs Shoot [Ego+] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Acc +11 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
wrathful voratun steamsaw of shrapnel (42-63 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 42.0 - 63.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 50 light and fire damage to each enemy blocked * Cause enemies within radius 6 to bleed for 298 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +11% light +10% fire ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stormbringer's orichalcum trident of erosion (52-82 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Nature Power 51.5 - 82.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +28 nature On Crit.r2 +33 lightning +51 cold While equipped: dps ---------- Mov.spd +46% Res.pen +35% lightning +28% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic voratun waraxe of rage (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +31 acid +5 nature While equipped: Stats +7 Str dps ---------- Dmg.mod +11% physical Res.pen +17% acid +25% nature Acc +16 (+4 eff.) Apr +11 One-handed war axes. |
blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +8 (+3 eff.) Resists +7% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
drakeskin leather belt of the vagrant1.0 T5 belt armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- Mind.save +11 (+4 eff.) A belt that goes around your waist. |
battlemaster's elven-silk cloak of conjuring (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +6 Str +6 Dex +5 Con dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +6 (+3 eff.) Dmg.mod +5% arcane Res.pen +10% arcane ----- def ----- Defense +3 (+1 eff.) Spell.save +9 (+3 eff.) ---------- misc Stam/turn +0.90 Max.mana +87.00 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+10 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+4 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-7 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 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. |
fearforged voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +8 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +25% Resists +11% fire -16% light +8% darkness Phys.save +7 (+1 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+3 eff.) A suit of armour made of mail. |
radiant voratun mail armour of the deep (5 def, 13 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +13 Defense +5 (+2 eff.) Fatigue +12% Resists +11% acid +11% cold +20% darkness +24% blight ---------- misc Light +1 Breathe water A suit of armour made of mail. |
impenetrable voratun plate armour of Eyal (0 def, 36 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +36 Fatigue +22% Max.HP +63.00 HP.reg +7.00 Heal.mod +19% A suit of armour made of metal plates. |
Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
dream-smith's dwarven-steel pickaxe (dig speed 14 turns)3.0 T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +8% mind +7% fire ----- def ----- Mind.save +7 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+4 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
quick voratun torque of gale force [power 325] (10 cooldown)2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 11 spaces and dealing 400 physical damage Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Kalllu the Orc Berserker level 10
19th Retaking 124th year of Ascendancy at 13:28 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Kalllu the Orc Berserker level 12
38th Retaking 124th year of Ascendancy at 22:57 see stats
Exterminator
Killed 1000 creatures.By Kalllu the Orc Berserker level 28
7th Dearth 124th year of Ascendancy at 07:49 see stats
Level 10
Got a character to level 10.By Kalllu the Orc Berserker level 10
17th Retaking 124th year of Ascendancy at 19:16 see stats
Level 20
Got a character to level 20.By Kalllu the Orc Berserker level 20
36th Revenge 124th year of Ascendancy at 03:31 see stats
Level 30
Got a character to level 30.By Kalllu the Orc Berserker level 30
10th Dearth 124th year of Ascendancy at 06:57 see stats
Level 40
Got a character to level 40.By Kalllu the Orc Berserker level 40
33rd Destruction 124th year of Ascendancy at 02:27 see stats
No Steam, No Palace. No Palace, No Palace!
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By Kalllu the Orc Berserker level 45
37th Destruction 124th year of Ascendancy at 21:14 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Kalllu the Orc Berserker level 45
37th Destruction 124th year of Ascendancy at 21:14 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Kalllu the Orc Berserker level 38
45th Dearth 124th year of Ascendancy at 22:12 see stats
Size matters
Did over 600 damage in one attack.By Kalllu the Orc Berserker level 26
50th Revenge 124th year of Ascendancy at 04:47 see stats
That was close
Killed your target while having only 1 life left.By Kalllu the Orc Berserker level 41
34th Destruction 124th year of Ascendancy at 15:56 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Kalllu the Orc Berserker level 22
39th Revenge 124th year of Ascendancy at 09:40 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Kalllu the Orc Berserker level 26
40th Revenge 124th year of Ascendancy at 06:12 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Kalllu the Orc Berserker level 18
17th Revenge 124th year of Ascendancy at 23:55 see stats
We weren't kidding!
Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.By Kalllu the Orc Berserker level 29
9th Dearth 124th year of Ascendancy at 05:16 see stats
Log
Adynor the Guardian's Beyond the Flesh hits Kalllu for (67 flat reduction), 111 physical, (67 flat reduction), 35 darkness, (67 flat reduction), 18 mind, (23 flat reduction), 0 cold, (48 flat reduction), 0 physical (164 total damage).
Melee retaliation hits Kalllu for 0 arcane damage.
Kalllu hits Adynor the Guardian for 65 fire, 50 cold, (24 to psi shield), 36 lightning, 61 arcane, 7 fire, 5 cold, (2 to psi shield), 4 lightning, 6 arcane, 11 fire, 8 cold, (4 to psi shield), 6 lightning, 10 arcane (268 total damage).
Kalllu stops regenerating health quickly.
Kalllu internal structure returns to normal.
Burning from Adynor the Guardian hits Kalllu for (67 flat reduction), 27 fire (27 total damage).
Kalllu hits Kalllu for (22 flat reduction), 0 fire, (20 flat reduction), 0 cold, (20 flat reduction), 0 lightning, (20 flat reduction), 0 arcane (0 total damage).
Adynor the Guardian activates his a necklace made of teeth!
Adynor the Guardian hits Kalllu for 365 physical damage.
Kalllu uses Fearless Cleave.
Kalllu performs a melee critical strike against Adynor the Guardian!
Kalllu's blood frenzy intensifies!
Kalllu slows down.
Adynor the Guardian's Beyond the Flesh hits Kalllu for 204 physical, 102 darkness, 85 mind, 23 cold, 48 physical (461 total damage).
Melee retaliation hits Kalllu for 0 arcane damage.
Kalllu hits Adynor the Guardian for 128 fire, 98 cold, (48 to psi shield), 72 lightning, 119 arcane, 7 fire, 5 cold, (2 to psi shield), 4 lightning, 6 arcane, 7 fire, 5 cold, (3 to psi shield), 4 lightning, 7 arcane (462 total damage).
Adynor the Guardian uses Telekinetic Smash.
Adynor the Guardian performs a melee critical strike against Kalllu!
Kalllu is stunned!
Adynor the Guardian hits Kalllu for 380 physical, 32 nature, 102 darkness, 85 mind, 23 cold, 48 physical, 355 physical, 102 darkness, 85 mind, 23 cold, 48 physical (1281 total damage).
Burning from Adynor the Guardian hits Kalllu for 102 fire damage.
Kalllu hits Kalllu for 11 fire, 10 cold, 10 lightning, 10 arcane (41 total damage).
Adynor the Guardian uses Thermal Leech.
Kalllu is encased in ice!
Adynor the Guardian hits Kalllu for 300 cold damage.
Adynor the Guardian's Beyond the Flesh hits Kalllu for (84 to ice), 126 physical, (45 to ice), 67 darkness (193 total damage).
Kalllu the level 46 orc berserker was shadowed to death by Adynor the Guardian on level 1 of Hidden Vault - The Slumbering Caves (1).
Kalllu's rage subsides!
Kalllu no longer revels in blood quite so much.



































































































