









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
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:
Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Items Vault 1.5.0Donators/Buyers bonus! Possession type unlock 1.5.8Removes the creature type limit of Possession. Flexible Seeds 1.5.5Allows demon seeds to be planted without a shield. Doomed/Darkness Tweaks 1.5.5Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Revised Alchemist 1.5.5Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system, with some other quality of life changes. Idea is to make mana the limiting factor of alchemists, Overall : Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which is a bomb explosion compressed to a single tile. Range scales with talent level. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : New tree : Stone Alchemy : Changelog: 0.9.1 0.9.0 0.8.9 0.8.8 0.8.6 0.8.4: 0.8.3 0.8.2: 0.8.1: 0.8.0- 0.7.1 0.7.0 - 0.6.0- New locked tree : Jewelcraft. A tree that enables an arcane damage throw bomb infusion and a powerful flat damage reduction ability that is further improved by other abilities in the tree. "Aether Infusion" 0.5.0 - Full Changes Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Bladebender 1.5.6 Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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 | Whitehoof |
| Class | Shadowblade |
| Level / Exp | 33 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant yeti rider at level 4 on the 11st Retaking 124th year of Ascendancy at 23:09 2 / 4Killed by Lisadherina the ritch hunter at level 21 on the 9th Revenge 124th year of Ascendancy at 14:38 Killed by Layomiwe the Blightborn at level 27 on the 52nd Revenge 124th year of Ascendancy at 03:50 Killed by corrupted mastocytic feeder at level 28 on the 52nd Revenge 124th year of Ascendancy at 12:06 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 89 (base 44) |
| Constitution | 13 (base 10) |
| Magic | 81 (base 34) |
| Willpower | 7 (base 10) |
| Cunning | 108 (base 60) |
Resources
| Life | 821/821 |
| Mana | 277/277 |
| Stamina | 110/110 |
| Steam | 100/100 |
| Healing Factor | 1.0245901639345 |
| Regeneration | 6.6524243736789 |
Speed
| Mental | +0.046104166570005% |
| Attack | 0% |
| Movement | +60% |
| Spell | +10.04610416657% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | -999 |
| Infravision | 5 |
| See Stealth | 47.997068617286 |
| See Invisible | 47.997068617286 |
| Stealth | 70.952817457053 |
Offense: Mainhand
| Damage | 173 |
| Accuracy | 63 |
| Crit Chance | 66% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 112 |
| Accuracy | 63 |
| Crit Chance | 67% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 35% |
| Speed | 0.90871004255304 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| All | +9% |
Defense: Base
| Armour (hardiness) | 53 (47.820069204152%) |
| Defense | 48 |
| Ranged Defense | 50 |
| Fatigue | 1.3980848153215 |
| Physical Save | 25 |
| Spell Save | 31 |
| Mental Save | 49 |
Defense: Resistances
| Darkness | + 8%( 70%) |
| Physical | + 12%( 70%) |
| Temporal | + 10%( 70%) |
| Lightning | + 18%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 8%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 42% |
| Fear Resistance | 11% |
| Poison Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 10% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 95% efficiency and cooldown mod of 51%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 114.45 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 54%. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Cunning / Dead secrets | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Stealth |
| talent | Precise Strikes |
| talent | Shadow Feed |
| talent | Shadow Combat |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 6.2 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | You have 3 charges. Death Momentum |
| beneficial effect | Parrying melee and ranged attacks: Has a 72% chance to deflect up to 31 damage from the next 3.1 attack(s). Parried attacks cannot crit. Parrying |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | miner's pair of hardened leather boots of tirelessness (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Physical save: +9 (+4 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Stamina each turn: +0.50 Maximum stamina: +11.00 Infravision radius: +1 A pair of boots made of leather. This object's appearance was changed to Cinderfeet. |
| On hands | brawler's hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane Changes stats: +3 Str / +3 Dex / +4 Mag / +4 Wil / +3 Cun Changes resistances: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+4 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Un'fezan's Cap (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +16 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Mental save: +12 (+4 eff.) Spellpower: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. This object's appearance was changed to Quasit's Skull. |
| Tool | Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | GoregenInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +4 Cun Changes resistances: +2% physical Critical mult.: +12.00% Mental save: +10 (+4 eff.) Confusion immunity: +29% Maximum life: +20.00 Mindpower: +4 (+2 eff.) Rings can have magical properties. |
| On fingers | pixie's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +4 Mag Spellpower: +8 (+2 eff.) Rings can have magical properties. |
| Around waist | Jaw of Rogroth Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Slows Projectiles: +0% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In main hand | Spelldrinker (27-35.1 power, 8 apr) Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Cun, 55% Dex, 55% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target Damage against: +21% Undead / +21% Demon / +21% Horror When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. This item has been sent to the Item's Vault. |
| Main armor | duelist's hardened leather armour of command (12 def, 36 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +36 Defense: +12 (+4 eff.) Fatigue: +9% Damage when hit (Melee): 50 physical Changes stats: +7 Cun / +5 Dex Mental save: +15 (+5 eff.) A suit of armour made of leather. |
| In off hand | Shantiz the Stormblade (15-19.5 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 50% Mag, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. Damage against: +21% Undead / +21% Demon / +21% Horror When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. This item has been sent to the Item's Vault. |
| Cloak | murderer's cashmere cloak of backstabbing (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +13 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +18% lightning Critical mult.: +12.00% Stealth bonus: +7 Stun/Freeze immunity: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Fearfire Mantle. |
| Around neck | Shadowwend of the BlightspawnPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Changes stats: +16 Dex / +4 Mag / -8 Wil / +1 Con Mental save: +8 (+3 eff.) Disarm immunity: +10% Confusion immunity: +13% Only die when reaching: -40.00 life Mindpower: +8 (+3 eff.) Amulets can have magical properties. |
Inventory
medical injector implant of the warrior (efficiency 98% / cooldown 52%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 98% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 98% / cooldown 77%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 98% efficiency and cooldown mod of 77%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
acid wave rune (101 acid damage; disarm 5 turns with power 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 101.37 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 20 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (65 acid damage; disarm 5 turns with power 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 65.40 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 20 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (176 cold damage; freeze 3 turns with power 59)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 175.71 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 59 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (174 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 174.18 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1074% regen over 10 turns; 54 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1074% for 10 turns and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
starseer's steel amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes damage: +5% temporal / +4% light / +5% blight / +6% fire / +6% physical / +5% darkness Critical mult.: +10.00% Spellpower: +10 (+2 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
steel amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
wanderer's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +4 Mag / +5 Cun / +5 Con Life regen: +0.60 Stamina each turn: +0.90 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +29.00 Movement speed: +10% Amulets can have magical properties. |
wanderer's gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 8% chance to inflict 15% damage reduction * 7% chance to blind Changes stats: +4 Dex / +3 Cun / +4 Con Changes damage: +7% light / +8% darkness Life regen: +0.40 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
wanderer's stralite amulet of cunning (+7)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +7 Cun / +5 Con Life regen: +0.40 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 7.15 cold and 7.15 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to 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, costing 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? |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Cun, 45% Dex, 60% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.2 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 159.21 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
wanderer's pair of dwarven-steel boots of spellbinding (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +2 Cun / +3 Con Physical save: +14 (+7 eff.) Spell save: +3 (+1 eff.) Mental save: +13 (+5 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
spellstreaming hardened leather gloves of the starseeker (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Cun / +2 Mag Changes resistances: +5% light / +7% darkness Mana each turn: +0.14 Spellpower: +7 (+1 eff.) Spell crit. chance: +5% Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 83.42 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (-3 eff.) Changes stats: +0 Cun / +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Mental save: +0 (+0 eff.) Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-3 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. |
17 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
45 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
38 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
BeosabarInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +1 Con Changes resistances: +6% blight Changes resistances penetration: +15% physical Life regen: +6.00 Spellpower on spell critical (stacks up to 3 times): +2 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
15 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
potent healing salve [power 261] potent healing salve [power 261]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 142% efficiency and 54% cooldown modifier. It can be used to heal 261, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent regeneration salve [power 323] potent regeneration salve [power 323]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 142% efficiency and 54% cooldown modifier. It can be used to heal 323 over 5 turns, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful fiery salve [power 24] powerful fiery salve [power 24]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 142% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (24% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 24] powerful frost salve [power 24]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 142% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (24% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful water salve [power 24] powerful water salve [power 24]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 142% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (24% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Effective talent level: 1.0 Use mode: Passive Description: You shred pieces of sandwalls. Brrrmmm!. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
dwarven steel deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Defense: +6 (+2 eff.) Slows Projectiles: +15% Tinkers can be attached to normal items to improve them with steam power! |
mastercraft black light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'lite' When attach to an other item: Changes damage: +20% darkness Light radius: -4 Infravision radius: +8 See invisible: +8 Tinkers can be attached to normal items to improve them with steam power! |
well-made ablative armourPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +6 Reduces incoming crit damage: 21.00% Tinkers can be attached to normal items to improve them with steam power! |
well-made incendiary groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
well-made incendiary groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
overpowered elven-wood totem of healing [power 257] (30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal a target within range 5 (based on Willpower) for 257, putting all charms on cooldown for 30 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 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. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 alchemist citrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Gorahir the Whitehoof Shadowblade level 17
52nd Retaking 124th year of Ascendancy at 22:43 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Gorahir the Whitehoof Shadowblade level 11
26th Retaking 124th year of Ascendancy at 14:07 see stats
Blood on the Moon
Kill all of the Star Gazers within 7 game turns.By Gorahir the Whitehoof Shadowblade level 26
36th Revenge 124th year of Ascendancy at 21:30 see stats
Exterminator
Killed 1000 creatures.By Gorahir the Whitehoof Shadowblade level 25
36th Revenge 124th year of Ascendancy at 03:52 see stats
Level 10
Got a character to level 10.By Gorahir the Whitehoof Shadowblade level 10
24th Retaking 124th year of Ascendancy at 00:51 see stats
Level 20
Got a character to level 20.By Gorahir the Whitehoof Shadowblade level 20
9th Revenge 124th year of Ascendancy at 04:32 see stats
Level 30
Got a character to level 30.By Gorahir the Whitehoof Shadowblade level 30
26th Pain 124th year of Ascendancy at 23:29 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Gorahir the Whitehoof Shadowblade level 31
30th Pain 124th year of Ascendancy at 00:16 see stats
Size is everything
Did over 1500 damage in one attack.By Gorahir the Whitehoof Shadowblade level 31
29th Pain 124th year of Ascendancy at 04:37 see stats
Size matters
Did over 600 damage in one attack.By Gorahir the Whitehoof Shadowblade level 29
26th Pain 124th year of Ascendancy at 23:27 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Gorahir the Whitehoof Shadowblade level 18
8th Revenge 124th year of Ascendancy at 16:50 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gorahir the Whitehoof Shadowblade level 14
36th Retaking 124th year of Ascendancy at 22:20 see stats
True Savior
Freed all the Orc Prides without killing a single mind-controlled orc.By Gorahir the Whitehoof Shadowblade level 31
30th Pain 124th year of Ascendancy at 00:16 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 3rd Loss of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:21.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Gorahir wears: Umbraphage .
You detach mastercraft black light emitter from your Umbraphage.
You transfer Umbraphage to the online item's vault.
Saving done.
Saving game...
Saving done.
Gorahir deactivates Stealth.
Gorahir deactivates Precise Strikes.
Gorahir deactivates Shadow Feed.
Gorahir deactivates Shadow Combat.


























































































































