










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.10This 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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Archer |
| Level / Exp | 33 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by ritch larva at level 24 on the 39th Revenge 124th year of Ascendancy at 06:32 3 / 3Killed by Star Gazer at level 28 on the 13rd Pain 124th year of Ascendancy at 20:41 Killed by Polussra the fire drake hatchling at level 33 on the 13rd Dearth 124th year of Ascendancy at 05:44 |
Primary Stats
| Strength | 60 (base 51) |
| Dexterity | 69 (base 60) |
| Constitution | 27 (base 22) |
| Magic | 20 (base 13) |
| Willpower | 11 (base 10) |
| Cunning | 30 (base 12) |
Resources
| Life | 768/768 |
| Stamina | 198/198 |
| Healing Factor | 1.1294416243655 |
| Regeneration | 0.28236040609138 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 8 |
| See Stealth | 44.446758763835 |
| See Invisible | 43.446758763835 |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 55 |
| Crit Chance | 22% |
| APR | 29 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +13% |
Defense: Base
| Armour (hardiness) | 27 (38.536585365854%) |
| Defense | 46 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 17 |
| Mental Save | 25 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 8%( 70%) |
| Mind | + 13%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Confusion Resistance | 12% |
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 44% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 194 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 507% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 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. | active |
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 |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'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 | pair of hardened leather boots 'Boroldir' (3 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +9.00% Phys.pwr +4 (+1 eff.) Acc +4 (+1 eff.) ----- def ----- Armour +9 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue -2% Resists +6% mind +1% physical Phys.save +9 (+3 eff.) ---------- misc Max.enc +27 A pair of boots made of leather. |
| Quiver | hateful quiver of elven-wood arrows (21/21, 41.5-58.1 power, 14 apr)3.0 T4 arrow ammo [Ego+] Psionic Power 41.5 - 58.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 21 Ranged+ +12 darkness Against +14% Living Arrows are used with bows to pierce your foes to death. |
| Light source | watchleader's brass lantern of clarity2.0 T1 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+4 eff.) Blind- +21% Confus- +12% ---------- misc Light +6 See.Stealth +13 See.Invis +12 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. 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. |
| On head | bladed rough leather cap of trickery (0 def, 1 armour)2.0 T1 head armor [Ego++] Master While equipped: Stats +3 Str +2 Dex +3 Cun dps ---------- Apr +5 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 132.2 Physical damage. If the attack hits, the target is confused (43% 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 cap made of leather. |
| Tool | iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savior's gold ring of blinding strikes0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 25 light Ranged+ 20 light On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 10% chance to blind ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +9 (+5 eff.) Rings can have magical properties. |
| On fingers | warrior's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Blind- +23% ---------- misc Infravis +5 See.Stealth +5 See.Invis +5 Rings can have magical properties. |
| Around waist | grounding hardened leather belt of burglary1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Dex +3 Cun +6 Lck ----- def ----- Resists +8% lightning +8% temporal Stealth +7 ---------- misc T.Disarm +11 Infravis +3 A belt that goes around your waist. |
| In main hand | elven-wood longbow of true flight4.0 T4 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: dps ---------- Phys.crit +12.0% Acc +8 (+3 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | 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. |
| Main armor | 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 (+5 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. |
| Cloak | Hanidin the cashmere cloak (11 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +11 (+4 eff.) Rng.Def +9 (+3 eff.) Crit.dmg- 15.00% Phys.save +30 (+10 eff.) Disease- +15% Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
warrior's gold amulet of mastery (0.17 Cunning / Survival)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.40 Masteries +0.17 Cunning/Survival Amulets can have magical properties. |
copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
marksman's copper ring of aether (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% arcane Acc +4 (+1 eff.) ----- def ----- Resists +11% arcane Rings can have magical properties. |
marksman's stralite ring of light (+24%)0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% light Acc +4 (+1 eff.) ----- def ----- Resists +24% light Rings can have magical properties. |
corrosive dwarven-steel shield of radiance (8 def, 2 armour, 80 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Ego++] Arcane While equipped: Stats +3 Mag +5 Con dps ---------- On Melee Ret: * 13% chance to blind * 10% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +15% light +13% acid ---------- misc Talents +3 Block Handheld deflection devices. |
focusing cashmere robe of power (2 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +14 (+7 eff.) Dmg.mod +8% all ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.15 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cyrarevea (3 def, 0 armour)2.0 T4 cloth armor [Random Unique] Nature While equipped: Stats +3 Wil +7 Con dps ---------- Dmg.mod +23% nature +13% fire ----- def ----- Defense +3 (+1 eff.) Resists +19% fire +21% nature +5% arcane Crit.dmg- 15.00% Poison- +32% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe of alchemy (3 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +8% acid +9% temporal +8% fire +6% cold +13% physical Res.pen +9% temporal +8% physical ----- def ----- Defense +3 (+1 eff.) Resists +13% acid +14% physical +16% fire +13% cold Anom.red +10 ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blurring rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +9 (+3 eff.) Stealth +5 HP.reg +1.00 Heal.mod +12% A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Lavaravage (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +8 Mag +7 Wil +6 Cun dps ---------- Spell.crit +12% Dmg.mod +12% mind Res.pen +25% fire ----- def ----- Defense +2 (+1 eff.) ---------- misc Telepathy Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +7% cold Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
pair of hardened leather boots 'Borumachak' (0 def, 9 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Armour +9 Fatigue +3% Resists +7% lightning +9% temporal +6% blight Die.at -80.00 life Stun/Frz- +20% ---------- misc Max.stam +5.00 A pair of boots made of leather. |
restorative pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Fatigue +3% HP.reg +1.70 Heal.mod +15% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Eilinileseta the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +3 Dex +3 Wil +3 Cun dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Armour +5 Fatigue +1% Resists +11% fire +11% cold Phys.save +13 (+5 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.enc +29 Max.psi +30.00 Telepathy Demon/Minor Demon/Major Disengage: Puts all charms on 15 cooldown Level 3.6 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 180% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
blood-soaked pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Mov.spd +20% Apr +5 ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 11% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (36 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (64 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
psychic's hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Melee+ 7 mind Dmg.mod +3% mind Acc +15 (+5 eff.) ----- def ----- Armour +2 Resists +5% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Fire a poisonous bolt out to range 6 that deals 9 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 28 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
dwarven-steel gauntlets 'Arcthorn' (0 def, 9 armour)1.5 T3 hands armor [Rare] Nature While equipped: Stats +4 Cun +1 Wil dps ---------- Melee+ 7 physical Dmg.mod +5% physical ----- def ----- Armour +9 Heal/summ +10 ---------- misc Telepathy Demon/Minor Demon/Major Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather hat of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
shielding cashmere wizard hat of darkness (+16%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness Spell.save +10 (+6 eff.) A pointy cloth hat, very wizardly... |
Arcbreak (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Res.pen +10% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Phys.save +13 (+5 eff.) ---------- misc Max.hate +4.00 Max.psi +30.00 A hat made of leather. Very stylish. |
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 (-3 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-10 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Lightwell the hardened leather cap (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex +4 Mag dps ---------- Res.pen +25% light ----- def ----- Armour +6 Fatigue +3% Resists +6% light ---------- misc Light +3 Infravis +2 A cap made of leather. |
hardened leather cap of constitution (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% 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 ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 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. |
insulating dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +6% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
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. |
27 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. |
14 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. |
23 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 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. |
31 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. |
39 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
36 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. |
38 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. |
34 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. |
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. |
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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
steel torque of charged psionic shield [power 47] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 45] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 45 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of charged psionic shield [power 69] (26 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 69 for 7 turns Puts all charms on 26 cooldown Torques are made by powerful psionics to store psionic powers. |
Heatrip the dwarven-steel torque of mindblast [power 165] (6 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +2 Cun +3 Con dps ---------- Dmg.mod +9% fire ---------- misc See.Invis +12 Talents +4 Telekinetic Blast Fire a blast of psionic energies in a range 6 beam dealing 82.50 to 165.00 mind damage Puts all charms on 6 cooldown 100% to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By gompa the Orc Archer level 29
29th Pain 124th year of Ascendancy at 04:47 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By gompa the Orc Archer level 12
25th Retaking 124th year of Ascendancy at 04:22 see stats
Exterminator
Killed 1000 creatures.By gompa the Orc Archer level 28
13rd Pain 124th year of Ascendancy at 05:46 see stats
Level 10
Got a character to level 10.By gompa the Orc Archer level 10
19th Retaking 124th year of Ascendancy at 02:07 see stats
Level 20
Got a character to level 20.By gompa the Orc Archer level 20
14th Revenge 124th year of Ascendancy at 21:32 see stats
Level 30
Got a character to level 30.By gompa the Orc Archer level 30
31st Pain 124th year of Ascendancy at 16:52 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By gompa the Orc Archer level 32
41st Pain 124th year of Ascendancy at 11:06 see stats
Size is everything
Did over 1500 damage in one attack.By gompa the Orc Archer level 31
39th Pain 124th year of Ascendancy at 22:36 see stats
Size matters
Did over 600 damage in one attack.By gompa the Orc Archer level 30
32nd Pain 124th year of Ascendancy at 12:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By gompa the Orc Archer level 15
40th Retaking 124th year of Ascendancy at 08:40 see stats
Log
Saving game...
Polussra the fire drake hatchling hits Fire drake hatchling for 0 fire, 37 physical, 0 fire, 37 physical (73 total damage).
Polussra the fire drake hatchling hits Greater telugoroth for 39 fire, 39 physical, 39 fire, 39 physical (158 total damage).
Polussra the fire drake hatchling hits gompa for 37 fire, 37 physical, 37 fire (110 total damage).
Polussra the fire drake hatchling hits Fire drake hatchling for 0 fire, 39 physical, 0 fire, 39 physical (79 total damage).
gompa the level 33 orc archer was scorched to death by Polussra the fire drake hatchling on level 2 of Lost land of Poosh.
Resting starts...
Talent Called Shots is ready to use.
Rested for 1 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Vitality is ready to use.
Talent Trained Reactions is ready to use.
Talent Concealment is ready to use.
Talent Shadow Shot is ready to use.
Talent Intuitive Shots is ready to use.
Talent Infusion: Healing is ready to use.
Talent Infusion: Movement is ready to use.
Talent Escape is ready to use.
Saving done.
Talent Pride of the Orcs is ready to use.
Talent Aim is ready to use.
Talent Orcish Fury is ready to use.
Rested for 35 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting character).
There is a Portal to the lost land of Poosh here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!







































































































