











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Forbidden Cults 1.6.7Official 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.
Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Bulwark |
| Level / Exp | 50 / 262% |
| Size | big |
| Lifes / Deaths | Killed by Glorana the netherworm mass at level 50 on the 32nd Loss 124th year of Ascendancy at 00:22 0 / 8Killed by Sher'Tul High Priest at level 50 on the 32nd Loss 124th year of Ascendancy at 20:46 Killed by spiked tentacle at level 50 on the 33rd Loss 124th year of Ascendancy at 03:25 Killed by spiked tentacle at level 50 on the 33rd Loss 124th year of Ascendancy at 05:55 Killed by spiked tentacle at level 50 on the 33rd Loss 124th year of Ascendancy at 07:52 Killed by Sher'Tul High Priest at level 50 on the 33rd Loss 124th year of Ascendancy at 18:28 Killed by Sher'Tul High Priest at level 50 on the 33rd Loss 124th year of Ascendancy at 19:54 Killed by spiked tentacle at level 50 on the 33rd Loss 124th year of Ascendancy at 20:07 |
Primary Stats
| Strength | 133 (base 60) |
| Dexterity | 44 (base 33) |
| Constitution | 75 (base 60) |
| Magic | 14 (base 10) |
| Willpower | 30 (base 29) |
| Cunning | 50 (base 37) |
Resources
| Life | -23/2026 |
| Stamina | 312/312 |
| Steam | 100/100 |
| Healing Factor | 2.1779591836734 |
| Regeneration | 54.521181198147 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 37.637072247758 |
| See Invisible | 37.637072247758 |
Offense: Mainhand
| Damage | 181 |
| Accuracy | 62 |
| Crit Chance | 40% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| All | -7% |
Offense: Damage Penetration
| Physical | +22% |
| Light | +32% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 75.909596438084 (100%) |
| Defense | 38 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 38 |
| Mental Save | 24 |
Defense: Resistances
| Nature | + 35%( 70%) |
| Acid | + 32%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 34%( 70%) |
| Blight | + 39%( 70%) |
| Darkness | + 39%( 70%) |
| Fire | + 34%( 70%) |
| All | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.3 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 308 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Superiority | 1.60 |
| 4/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Combat veteran | 1.80 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.60 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Orc | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Steamtech / Chemistry | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.60 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | Physical save reduced by 8, armour and defense by 7. Negative Biofeedback |
| detrimental effect | Grishnak is fed upon by Sher'Tul High Priest. Fed Upon |
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 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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 |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
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'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 |
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! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
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 eight yetis (will be available to summon at level 20). | 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 | restorative pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Life regen: +3.00 Healing mod.: +13% A pair of boots made of leather. |
| Quiver | Thundercrack (16/16, 35-42 power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 35.0 - 42.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steam Powered Helm (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +1 Sand Shredder Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Splendourgash [power 182] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +7 Str / +2 Mag / +2 Con Changes damage: +3% light Reduces incoming crit damage: 5.00% Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +22% Life regen: +2.00 Rings can have magical properties. |
| On fingers | savage's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +14 (+5 eff.) Life regen: +12.00 Maximum life: +56.00 Maximum stamina: +15.00 Healing mod.: +13% Rings can have magical properties. |
| Around neck | wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +2 Mag / +4 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.30 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +28.00 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Eclipsewar (42-58.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +19 cold When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +23 Physical crit. chance: +11.0% Changes resistances: +6% darkness Changes resistances penetration: +10% physical Critical mult.: +38.00% Psi when hit: +0.08 Maximum hate: +4.00 Mindpower: +5 (+2 eff.) One-handed war axes. |
| Around waist | Glimmertrencher the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +15 (+6 eff.) Changes resistances: +6% acid / +5% light / +9% darkness Changes resistances penetration: +20% light Changes damage: +6% light Life regen: +4.00 Healing mod.: +15% A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | restorative elven-silk cloak of the voidstalker (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +15% blight / +21% temporal / +16% darkness / +11% nature Life regen: +6.00 Healing mod.: +14% Defense after a teleport: +19 Resist all after a teleport: +15% New effects duration reduction after a teleport: +19% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bregeroddarek (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +8 Cun / +1 Mag Changes resistances: +16% blight / +20% fire / +12% nature / +9% acid Reduced damage from: +9% Unnatural Life regen: +6.00 Maximum life: +47.00 Healing mod.: +13% A suit of armour made of metal plates. |
Inventory
schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
protective voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +12 (+5 eff.) Changes resistances cap: +5% all Changes damage: +9% blight / +10% fire Critical mult.: +16.00% Physical save: +20 (+7 eff.) Spellpower: +15 (+5 eff.) Amulets can have magical properties. |
truestriking voratun battleaxe of rage (56.5-84.75 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +32 (+8 eff.) Armour penetration: +17 Changes stats: +10 Str Changes resistances penetration: +14% physical Changes damage: +14% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.inquisitor's living mindstar of life (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Deals 57 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +1.40 Maximum life: +38.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Blazekill' (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +16 cold When wielded/worn: Changes stats: +6 Cun / +11 Con Changes resistances: +30% lightning / +9% cold Changes resistances penetration: +15% lightning / +15% mind / +14% darkness Changes damage: +25% mind / +25% darkness Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 16.02% Maximum hate: +8.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.fungal drakeskin leather sling of fire Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +16 fire When wielded/worn: Changes stats: +5 Con Changes damage: +15% fire Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 140 life over 5 turns Activation puts all charms on cooldown for 11 turns. Slings are used to hurl stones or metal shots at your foes. |
Ce'Nuganne (42-50.4 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Effects on melee hit: * 21% chance to reduce armor by 12% Changes stats: +8 Dex Changes resistances penetration: +15% mind Changes damage: +42% cold Talent granted: +1 Command Staff Physical save: +12 (+4 eff.) Spell save: +12 (+5 eff.) Blindness immunity: +21% Life regen: +4.23 Maximum hate: +4.00 Spellpower: +18 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Tarrudotar the FrostdeathRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +8 temporal Damage (radius 2) on crit: +12 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+4 eff.) Changes resistances: +21% acid / +9% temporal / +12% blight Changes resistances penetration: +26% blight / +26% acid Changes damage: +27% blight Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Phoenixterror the voratun waraxe (42-58.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 temporal When wielded/worn: Effects on melee hit: * 22% chance to reduce damage dealt by 18% Changes resistances: +22% light / +9% fire / +16% mind / +18% temporal Changes resistances penetration: +25% fire Physical save: +15 (+5 eff.) Teleport immunity: +20% Healing mod.: +15% One-handed war axes. |
voratun gauntlets 'Tarrubers' (15 def, 9 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +9 Defense: +15 (+6 eff.) Fatigue: +5% Damage (Melee): 8 darkness Changes stats: +7 Str / +5 Con Changes resistances: +13% darkness Changes damage: +8% darkness Critical mult.: +15.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
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 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-5 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Nimbus of Enlightenment (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+3 eff.) Mental save: -25 (-21 eff.) Confusion immunity: -30% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +20 (+9 eff.) Mental crit. chance: +10% Infravision radius: +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
defender's voratun helm of trickery (7 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +12 Defense: +7 (+3 eff.) Fatigue: +5% Changes stats: +4 Cun / +4 Dex Changes resistances: +7% all Physical save: +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.drakeskin leather hat 'Infernogrit' (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +5 Fatigue: +5% Changes stats: +14 Str / +10 Con Changes resistances: +9% fire Changes resistances penetration: +20% mind Critical mult.: +21.73% Physical save: +18 (+6 eff.) Only die when reaching: -60.00 life A hat made of leather. Very stylish. |
dwarven-steel helm 'Shimmerstake' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str / +4 Mag / +3 Cun / +4 Con Changes resistances: +9% lightning / +7% cold Changes resistances penetration: +15% mind Allows you to breathe in: water Mental save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Corruptionsaw (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage when hit (Melee): 11 nature Changes stats: +5 Wil Changes resistances: +6% lightning / +6% cold Spell save: +12 (+5 eff.) Blindness immunity: +21% Life regen: +11.00 Psi when hit: +0.20 Maximum life: +66.00 Maximum hate: +10.68 Healing mod.: +20% A suit of armour made of metal plates. |
127 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Betymissra the dwarven-steel pickaxe (dig speed 6 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +4 Defense: +6 (+3 eff.) Changes stats: +2 Str / +3 Dex / +1 Wil Changes resistances: +7% physical Changes damage: +7% mind / +7% fire Critical mult.: +10.00% Mental save: +5 (+2 eff.) Maximum mana: +60.00 Spellpower: +15 (+5 eff.) Movement speed: +10% Damage Shield penetration: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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) Activation costs 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. |
2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)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 Activation costs 108 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. |
Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 8 It can be used to call a trained yeti for help Activation costs 1 power out of 8/8. Call a trained yeti to your side. |
Arihir [power 5] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour: +12 Changes stats: +4 Mag / +12 Con Changes resistances: +4% physical Confusion immunity: +22% Only die when reaching: -86.16 life Maximum life: +80.00 It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
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 Activation costs 16 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. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Grishnak the Orc Bulwark level 10
36th Retaking 124th year of Ascendancy at 00:04 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Grishnak the Orc Bulwark level 17
19th Revenge 124th year of Ascendancy at 01:57 see stats
Exterminator
Killed 1000 creatures.By Grishnak the Orc Bulwark level 29
17th Pain 124th year of Ascendancy at 08:27 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Grishnak the Orc Bulwark level 15
48th Retaking 124th year of Ascendancy at 08:35 see stats
Level 10
Got a character to level 10.By Grishnak the Orc Bulwark level 10
35th Retaking 124th year of Ascendancy at 13:04 see stats
Level 20
Got a character to level 20.By Grishnak the Orc Bulwark level 20
37th Revenge 124th year of Ascendancy at 10:42 see stats
Level 30
Got a character to level 30.By Grishnak the Orc Bulwark level 30
18th Pain 124th year of Ascendancy at 05:12 see stats
Level 40
Got a character to level 40.By Grishnak the Orc Bulwark level 40
33rd Dearth 124th year of Ascendancy at 05:58 see stats
Level 50
Got a character to level 50.By Grishnak the Orc Bulwark level 50
27th Loss 124th year of Ascendancy at 20:39 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 Grishnak the Orc Bulwark level 49
26th Loss 124th year of Ascendancy at 15:37 see stats
Once Upon A Time, In the West...
Hear the Eidolon's retelling of the Scourge from the West's journey.By Grishnak the Orc Bulwark level 42
51st Dearth 124th year of Ascendancy at 11:02 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 Grishnak the Orc Bulwark level 49
26th Loss 124th year of Ascendancy at 15:37 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Grishnak the Orc Bulwark level 37
15th Dearth 124th year of Ascendancy at 09:09 see stats
Size is everything
Did over 1500 damage in one attack.By Grishnak the Orc Bulwark level 50
28th Loss 124th year of Ascendancy at 14:27 see stats
Size matters
Did over 600 damage in one attack.By Grishnak the Orc Bulwark level 21
51st Revenge 124th year of Ascendancy at 17:31 see stats
That was close
Killed your target while having only 1 life left.By Grishnak the Orc Bulwark level 50
33rd Loss 124th year of Ascendancy at 05:55 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Grishnak the Orc Bulwark level 23
1st Pain 124th year of Ascendancy at 22:48 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Grishnak the Orc Bulwark level 31
21st Pain 124th year of Ascendancy at 22:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Grishnak the Orc Bulwark level 20
37th Revenge 124th year of Ascendancy at 11:51 see stats
Log
Grishnak hits Eyed tentacle for 17 light damage.
Lava floor hits Spiked tentacle for 19 fire damage.
Spiked tentacle hits Grishnak for 76 physical damage.
Lava floor hits Eyed tentacle for 25 fire damage.
Eyed tentacle hits Grishnak for 229 mind damage.
Sher'Tul High Priest casts Dust to Dust.
Sher'Tul High Priest hits Grishnak for 79 temporal, 90 physical (170 total damage).
Grishnak shrugs off the effect 'Slow movement'!
Grishnak shrugs off the effect 'Pinned to the ground'!
Oozing tentacle's pinning nature area effect hits Grishnak for 17 nature damage.
Grishnak is free to breathe.
Grishnak has recovered!
Talent Assault is ready to use.
Lava floor burns Grishnak!
Lava floor hits Grishnak for 15 fire damage.
Spiked tentacle uses Constrict.
Grishnak shrugs off Spiked tentacle's 'Constricted'!
Grishnak receives 74 healing from Melee retaliation.
Spiked tentacle hits Grishnak for 80 physical damage.
Spiked tentacle hits Grishnak for 77 physical damage.
Lava floor hits Eyed tentacle for 20 fire damage.
Lava floor hits Spiked tentacle for 36 fire damage.
Spiked tentacle hits Grishnak for 72 physical damage.
Grishnak hits Spiked tentacle for 13 light damage.
Grishnak hits Spiked tentacle for 11 light damage.
Grishnak hits Oozing tentacle for 17 light damage.
Grishnak hits Sher'Tul High Priest for (157 to bones), 0 physical, 11 cold, 11 light (23 total damage).
Eyed tentacle hits Grishnak for 12 physical damage.
Grishnak the level 50 orc bulwark was ground to death by a spiked tentacle on level 5 of The Slumbering Caves.

























































































