











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Better Item Description 1.5.5This 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 |
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Sun Paladin |
| Level / Exp | 30 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by sunwall vindicator at level 11 on the 20th Retaking 124th year of Ascendancy at 08:22 0 / 6Killed by elven astromancer at level 12 on the 21st Retaking 124th year of Ascendancy at 12:29 Killed by multi-hued drake at level 20 on the 19th Revenge 124th year of Ascendancy at 20:01 Killed by Yvebrebrenor the ritch hunter at level 22 on the 21st Revenge 124th year of Ascendancy at 05:29 Killed by skeleton master archer at level 30 on the 43rd Revenge 124th year of Ascendancy at 05:24 Killed by ogre guard at level 30 on the 43rd Revenge 124th year of Ascendancy at 07:42 |
Primary Stats
| Strength | 83 (base 60) |
| Dexterity | 19 (base 10) |
| Constitution | 30 (base 10) |
| Magic | 66 (base 59) |
| Willpower | 30 (base 10) |
| Cunning | 30 (base 10) |
Resources
| Life | 917/917 |
| Positive | 137/137 |
| Stamina | 237/237 |
| Healing Factor | 1.28 |
| Regeneration | 0.32 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 41 |
| Crit Chance | 10% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +21% |
| Nature | +5% |
| Acid | +6% |
| All | 0% |
Offense: Damage Penetration
| Nature | +25% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 45.268591263751 (94.859154929577%) |
| Defense | 23 |
| Ranged Defense | 27 |
| Fatigue | 33 |
| Physical Save | 39 |
| Spell Save | 30 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 28%( 70%) |
| Cold | + 14%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 59%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 7%( 70%) |
| Mind | + 13%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Poison Resistance | 100% |
| Blind Resistance | 25% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Pinning Resistance | 25% |
| Disarm Resistance | 33% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 299 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Conditioning | 0.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 need to have free the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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 |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
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 | Naturerune the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Mind.crit +4% Res.pen +25% nature ----- def ----- Armour +3 Fatigue +3% Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.psi +30.00 A pair of boots made of leather. |
| Quiver | Hornet Stingers (20/20, 18-25.2 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 84, 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 224.25 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 | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Tool | steel torque of thermal psionic shield [power 51] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +6 Dex +5 Cun +7 Con dps ---------- Phys.pwr +16 (+4 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +6 (+3 eff.) Acc +8 (+2 eff.) ----- def ----- Resists +9% mind +3% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 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? |
| On fingers | Tileg the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex +4 Wil +2 Cun dps ---------- Melee Ret 16 mind ----- def ----- Mind.save +12 (+4 eff.) Die.at -40.00 life Max.HP +31.00 Disarm- +33% Pinning- +25% Knockbk- +20% Rings can have magical properties. |
| Around neck | starlit gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +18% light +12% darkness Heal.mod +13% Blind- +25% Cut- +60% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 248 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | dwarven-steel mace 'Ravenbreak' (37.5-52.5 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 37.5 - 52.5 Acid Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 16 acid On Hit (Melee): * 30% chance to corrode armour by 30% * 15% chance to inflict 15% damage reduction ----- def ----- Resists +9% acid Blunt and deadly. |
| Around waist | blurring rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +9 (+5 eff.) Fatigue -5% Stealth +6 ---------- misc Max.enc +21 A belt that goes around your waist. |
| In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +120 While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | Noonwing (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +10 Wil dps ---------- Dmg.mod +6% light On Hit (Melee): * 30% chance to blind ----- def ----- Defense +2 (+1 eff.) Resists +6% light Mind.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Hetturegodig the dwarven-steel plate armour (5 def, 13 armour)17.0 T3 massive armor [Rare] Nature While equipped: Stats +5 Str +2 Dex +3 Cun +4 Con ----- def ----- Armour +13 Defense +5 (+3 eff.) Fatigue +24% Resists +7% acid +10% cold ---------- misc See.Invis +9 Breathe water A suit of armour made of metal plates. |
Inventory
insidious poison infusion (25 nature damage, 20% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 24.75 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 242 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 242 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 191 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 191 damage for 5 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 ability. |
schematic: Spike Attachment0.1 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. |
Duskterror0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% nature +9% darkness Res.pen +10% lightning +25% darkness Melee Ret 16 lightning ----- def ----- Resists +28% nature +6% lightning Rings can have magical properties. |
balanced stralite waraxe of erosion (33.5-46.9 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Nature/Master Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +5 nature +7 temporal While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +39% One-handed war axes. |
blazebringer's steel waraxe of erosion (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Nature Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature +7 temporal On Crit.r2 +7 fire While equipped: dps ---------- All.spd +2% Res.pen +7% fire One-handed war axes. |
Dryrand1.0 T3 belt armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +17 (+9 eff.) Rng.Def +6 (+3 eff.) Resists +21% acid +12% temporal Stealth +7 Blind- +10% A belt that goes around your waist. |
Bogvenom the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +8% darkness +15% nature Res.pen +11% darkness +25% nature ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness +6% mind +9% nature Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Festermistress' (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Res.pen +25% mind Melee Ret 8 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +9 Fatigue +3% Resists +3% nature ---------- misc Infravis +2 A pair of boots made of leather. |
traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 Stam/turn +0.50 Max.stam +13.00 A pair of boots made of leather. |
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 Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Arthirand (0 def, 9 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +9.00% Res.pen +20% mind Melee Ret 8 physical ----- def ----- Armour +9 Fatigue +3% Resists +15% light +12% darkness Mind.save +20 (+7 eff.) Max.HP +20.00 A cap made of leather. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-6 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Lightsmasher the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +6% light +12% fire Res.pen +20% light +15% fire Melee Ret 12 light ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +10 (+4 eff.) A cap made of leather. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Phys.pwr +0 (+0 eff.) Spell.pwr +0 (+0 eff.) Mov.spd +0% Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
bladed rough leather hat of the bounder (0 def, 1 armour)2.0 T1 head armor [Ego++] Master While equipped: Stats +7 Str +5 Dex dps ---------- Melee Ret 6 physical ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 291.3 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
dwarven-steel mail armour 'Adethra' (3 def, 10 armour)14.0 T3 heavy armor [Rare] Nature While equipped: ----- def ----- Armour +10 Defense +3 (+2 eff.) Fatigue +16% Resists +12% light +3% physical HP.reg +4.30 Blind- +15% Disease- +10% Pinning- +5% Knockbk- +15% ---------- misc Stam/turn +1.70 A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
spiked dwarven-steel plate armour of clarity (5 def, 11 armour)17.0 T3 massive armor [Ego] Master/Psionic While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +5% mind Mind.save +10 (+4 eff.) A suit of armour made of metal plates. |
icy dwarven-steel shield of cold resistance (+17%) (8 def, 2 armour, 30.5-36.6 power, 77 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +77 Melee+ +13 cold While equipped: dps ---------- Melee+ 6 cold Melee Ret 10 ice ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +17% cold ---------- misc Talents +3 Block Handheld deflection devices. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
45 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. |
16 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
40 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
42 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Oledukhad the dwarven lantern1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+5 eff.) Dmg.mod +3% acid +6% temporal +13% darkness Res.pen +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +10% light +3% acid Affinity +5% darkness Mind.save +6 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +7 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 146.76 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
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. |
56 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
iron torque of kinetic psionic shield [power 25] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 28] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 17] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
natural ash totem of thorny skin [power 25] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 140] (20 cooldown)2.0 T3 totem charm [Ego] Nature Heal a target within range 7 (based on Willpower) for 140 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
22 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. |
48 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Korkorrik of the Shield the Whitehoof Sun Paladin level 2
11st Retaking 124th year of Ascendancy at 02:15 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Korkorrik of the Shield the Whitehoof Sun Paladin level 11
20th Retaking 124th year of Ascendancy at 20:16 see stats
I did not want that! (Nightmare (Adventure) difficulty)
Tricked Nektosh into killing one of his own people.By Korkorrik of the Shield the Whitehoof Sun Paladin level 18
9th Revenge 124th year of Ascendancy at 19:43 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Korkorrik of the Shield the Whitehoof Sun Paladin level 10
16th Retaking 124th year of Ascendancy at 21:05 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Korkorrik of the Shield the Whitehoof Sun Paladin level 20
19th Revenge 124th year of Ascendancy at 10:08 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Korkorrik of the Shield the Whitehoof Sun Paladin level 30
42nd Revenge 124th year of Ascendancy at 17:39 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Korkorrik of the Shield the Whitehoof Sun Paladin level 28
38th Revenge 124th year of Ascendancy at 21:31 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Korkorrik of the Shield the Whitehoof Sun Paladin level 22
21st Revenge 124th year of Ascendancy at 05:28 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Korkorrik of the Shield the Whitehoof Sun Paladin level 30
43rd Revenge 124th year of Ascendancy at 05:15 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Korkorrik of the Shield the Whitehoof Sun Paladin level 14
26th Retaking 124th year of Ascendancy at 19:40 see stats
Log
Orc high pyromancer (subdued)'s cleansing fire area effect hits Korkorrik of the Shield for (10 to ice), 15 fire (15 total damage).
Orc high pyromancer (subdued)'s cleansing fire area effect hits Orc cryomancer (subdued) for (22 absorbed), 0 fire (0 total damage).
Orc cryomancer (subdued)'s cold repulsion area effect hits Ogre guard for (6 to ice), 9 cold, (5 to ice), 7 physical (17 total damage).
Orc cryomancer (subdued)'s cold repulsion area effect hits Korkorrik of the Shield for (5 to ice), 8 cold, (5 to ice), 7 physical (15 total damage).
Orc cryomancer (subdued)'s cold repulsion area effect hits Orc cryomancer (subdued) for 13 cold, 10 physical (23 total damage).
Orc cryomancer (subdued)'s ice storm area effect hits Iceblock for 32 cold, 41 cold, 32 cold, 41 cold (144 total damage).
Korkorrik of the Shield's sun path area effect hits Iceblock for 29 light damage.
Orc cryomancer (subdued)'s cold repulsion area effect hits Ogre mauler for 14 cold, 9 physical (23 total damage).
Orc cryomancer (subdued)'s cold repulsion area effect hits Orc cryomancer (subdued) for (12 absorbed), 0 cold, (9 absorbed), 0 physical (0 total damage).
Orc cryomancer (subdued)'s ice storm area effect hits Ogre mauler for 37 cold damage.
Orc cryomancer (subdued)'s ice storm area effect hits Korkorrik of the Shield for (12 to ice), 18 cold (18 total damage).
Orc cryomancer (subdued)'s ice storm area effect hits Orc cryomancer (subdued) for (33 absorbed), 0 cold (0 total damage).
Orc cryomancer (subdued)'s ice storm area effect hits Ogre guard for (14 to ice), 21 cold (21 total damage).
Burning from Orc high pyromancer (subdued) hits Korkorrik of the Shield for (16 to ice), 24 fire (24 total damage).
Korkorrik of the Shield hits Iceblock for 17 acid, 16 mind (33 total damage).
Ogre guard hits Korkorrik of the Shield for (83 to ice), 124 physical (124 total damage).
Korkorrik of the Shield the level 30 whitehoof sun paladin was stabbed to death by an ogre guard on level 3 of Internment Camp.
--------------------------------
Korkorrik of the Shield is free from the ice.
You have no more lives left.
Korkorrik of the Shield deactivates Chant of Fortitude.
Korkorrik of the Shield's armour is more intact.
Korkorrik of the Shield deactivates Shield of Light.
Korkorrik of the Shield has finished recovering.
Korkorrik of the Shield deactivates Weapon of Wrath.
Korkorrik of the Shield stops burning.
Korkorrik of the Shield seems more focused.
Korkorrik of the Shield deactivates Weapon of Light.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.



































































































