










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Wyrmic |
| Level / Exp | 25 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage at level 14 on the 33rd Retaking 124th year of Ascendancy at 14:11 0 / 7Killed by faerlhing at level 14 on the 41st Retaking 124th year of Ascendancy at 05:26 Killed by bursting entropic shard at level 19 on the 7th Revenge 124th year of Ascendancy at 19:41 Killed by Elomina the ritch hunter at level 20 on the 8th Revenge 124th year of Ascendancy at 13:02 Killed by Neruba the whitehoof invoker at level 25 on the 22nd Revenge 124th year of Ascendancy at 09:12 Killed by Neruba the whitehoof invoker at level 25 on the 22nd Revenge 124th year of Ascendancy at 10:19 Killed by Esfl the human at level 25 on the 34th Revenge 124th year of Ascendancy at 08:59 |
Primary Stats
| Strength | 55 (base 37) |
| Dexterity | 15 (base 12) |
| Constitution | 51 (base 35) |
| Magic | 13 (base 10) |
| Willpower | 55 (base 37) |
| Cunning | 18 (base 13) |
Resources
| Life | -197/938 |
| Stamina | 314/314 |
| Equilibrium | 21 |
| Healing Factor | 1.4340316950178 |
| Regeneration | 14.958049504426 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +21.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 45 |
| Crit Chance | 2% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Acid | +19% |
| Light | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 25.08934837382 (81.151787968034%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 15 |
| Physical Save | 31 |
| Spell Save | 35 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Lightning | + 16%( 70%) |
| Nature | + 23%( 70%) |
| Darkness | + 46%( 70%) |
| Blight | + 39%( 70%) |
| Physical | + 22%( 70%) |
| Cold | + 43%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 27% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 254 damage for 3 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 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 ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | 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'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+4 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 262.20 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Shadeblow (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +12% darkness +1% physical ---------- misc Stam/turn +3.00 A hat made of leather. Very stylish. |
| Tool | warded yew wand of shielding [power 230] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 lightning +3 fire +2 darkness +4 temporal Talents +1 Ward Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's gold ring of corrosion (+20%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Defense +4 (+4 eff.) Resists +20% acid Rings make your fingers look great! |
| On fingers | savage's steel ring of clarity0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Con ----- def ----- Spell.save +13 (+6 eff.) Mind.save +6 (+3 eff.) Confus- +27% ---------- misc Max.stam +11.00 Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | 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 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 55 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. |
| On hands | restful hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +2 HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | radiant steel plate armour of acid resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +9 Fatigue +22% Resists +16% blight +12% darkness +17% acid ---------- misc Light +1 A suit of armour made of metal plates. |
| Cloak | Barotobers (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +3 Mag +7 Wil +4 Cun +3 Con dps ---------- Mind.crit +6% Dmg.mod +9% acid Melee Ret 2 acid ----- def ----- Defense +2 (+2 eff.) Resists +9% lightning Crit.dmg- 15.00% Spell.save +8 (+4 eff.) ---------- misc Max.mana +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 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 275 (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. |
Inventory
heroism infusion of the psychic (die at -540; dur 6; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -540 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1193 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -296; dur 6; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -296 life. The duration and life will increase by 1% for every 1% life you have lost (currently 653 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the titan (absorb 252; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 252 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+5 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
thought-forged steel battleaxe of amnesia (18-27 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Psionic Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +17 mind On Hit: * 17% chance to reduce all saves and defense by 29 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +2 Cun +3 Wil Massive two-handed battleaxes. |
Dream Malleus (56-84 power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Arcane/Master/Psionic Power 56.0 - 84.0 Physical Uses 70% Wil, 70% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Melee+ +26 mind On Hit.r1 +12 physical On Hit: * 23% chance to reduce all saves and defense by 29 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+5 eff.) Dmg.mod +10% mind +10% physical Acc +30 (+10 eff.) ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
enhanced steel greatmaul (28-41 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Nature Power 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +5 Mag +7 Wil +5 Cun +5 Con Massive two-handed mauls. |
Prismwreath (74-118 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 74.0 - 118.4 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 +23 lightning +44 cold While equipped: dps ---------- Phys.crit +7.0% Crit.mult +41.00% Mov.spd +34% Res.pen +23% lightning +13% cold Apr +13 ----- def ----- Resists +6% temporal +3% cold +6% light +3% nature Massive two-handed swords. |
elemental steel greatsword of projection (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Arcane/Psionic Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +9% cold Res.pen +14% cold Massive two-handed swords. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+8 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 29% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
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. |
radiant steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +2 (+2 eff.) Fatigue +12% Resists +10% blight +6% cold +12% darkness +5% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +8 (+7 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Cun +2 Str dps ---------- Acc +5 (+2 eff.) ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Isluda the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 17% * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +2 Resists +3% fire +5% arcane +2% physical Phys.save +8 (+4 eff.) Heal.mod +18% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
piercing steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
cleansing ash wand of shielding [power 170] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration [power 105] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of lightning storm [power 140] (19 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 28 lightning damage and will be dazed for 1 turn (140 total damage) Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Yet Here I stand the Kruk Yeti Wyrmic level 2
10th Retaking 124th year of Ascendancy at 17:29 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Yet Here I stand the Kruk Yeti Wyrmic level 13
32nd Retaking 124th year of Ascendancy at 19:08 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Yet Here I stand the Kruk Yeti Wyrmic level 10
16th Retaking 124th year of Ascendancy at 08:05 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Yet Here I stand the Kruk Yeti Wyrmic level 20
8th Revenge 124th year of Ascendancy at 12:22 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Yet Here I stand the Kruk Yeti Wyrmic level 15
42nd Retaking 124th year of Ascendancy at 10:30 see stats
Log
Esfl the human forces the iceblock to shatter.
Esfl the human hits Iceblock for 38 light, 31 mind, 29 darkness, 161 physical, 38 light, 16 mind, 29 darkness (340 total damage).
Esfl the human is free from the ice.
Caoinry the human shrugs off the effect 'Corrode'!
Esfl the human shrugs off the effect 'Corrode'!
Yet Here I stand's corrosive acid area effect hits Caoinry the human for (7 blocked), 0 acid (0 total damage).
Yet Here I stand receives 42 healing from Yet Here I stand's corrosive acid area effect.
Yet Here I stand's corrosive acid area effect hits Esfl the human for (9 flat reduction), 0 acid (0 total damage).
Caoinry the human's sun path area effect hits Yet Here I stand for 40 light damage.
Yet Here I stand uses Static Field.
Caoinry the human is caught in the static field!
Esfl the human resists the static field!
Yet Here I stand hits Caoinry the human for (25 blocked), 0 lightning, 206 STATIC (206 total damage).
Caoinry the human uses Assault.
Caoinry the human performs a melee critical strike against Yet Here I stand!
Caoinry the human performs a melee critical strike against Yet Here I stand!
Caoinry the human hits Yet Here I stand for 78 physical, 82 light, 267 physical, 34 light, 167 physical, 34 light (661 total damage).
Yet Here I stand hits Yet Here I stand for 42 healing, 42 healing, 42 healing (0 total damage) [126 healing].
Melee retaliation hits Caoinry the human for 1 acid, 6 cold, 1 acid, 6 cold, 1 acid, 6 cold (18 total damage).
Esfl the human throws a concussive punch.
Caoinry the human is corroded.
Esfl the human is corroded.
Yet Here I stand HEALS from darkness damage!
Esfl the human hits Yet Here I stand for 168 physical, 36 light, 15 mind, 16 darkness, 10 healing, 220 physical (454 total damage) [10 healing].
Esfl the human hits Caoinry the human for 196 physical damage.
Melee retaliation hits Esfl the human for (1 flat reduction), 0 acid, (9 flat reduction), 0 cold (0 total damage).
Yet Here I stand's corrosive acid area effect hits Caoinry the human for 7 acid damage.
Yet Here I stand's corrosive acid area effect hits Esfl the human for (9 flat reduction), 0 acid (0 total damage).
Yet Here I stand the level 25 kruk yeti wyrmic was crushed to death by Esfl the human on level 1 of Ambush!.































































































