










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.7.4Combines 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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Archmage (Technomancer) |
| Level / Exp | 42 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Lisomina the ritch larva at level 24 on the 31st Revenge 124th year of Ascendancy at 23:45 3 / 5Killed by Mirror Image (Krukthir) at level 24 on the 32nd Revenge 124th year of Ascendancy at 00:43 Killed by Mayabrevea the forest wight at level 37 on the 44th Pain 124th year of Ascendancy at 01:46 Killed by High Sun Paladin Aeryn at level 42 on the 15th Loss 124th year of Ascendancy at 12:30 Killed by Krukthir at level 42 on the 15th Loss 124th year of Ascendancy at 12:35 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 30 (base 10) |
| Magic | 59 (base 60) |
| Willpower | 67 (base 60) |
| Cunning | 73 (base 45) |
Resources
| Life | 953/953 |
| Mana | 733/733 |
| Steam | 105/105 |
| Healing Factor | 1.1592147729953 |
| Regeneration | 15.359595742188 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 18 |
| Crit Chance | 36% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Physical | +16% |
| Lightning | +9% |
| Cold | +11% |
| Arcane | +26% |
| Fire | +39% |
| All | 0% |
Offense: Damage Penetration
| Acid | +17% |
| Blight | +32% |
| Arcane | +14% |
| Darkness | +27% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 47.999999999999 (35%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 43 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 64%( 70%) |
| All | + 21%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 46%( 70%) |
| Temporal | + 38%( 70%) |
| Physical | + 32%( 70%) |
| Fire | + 54%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Disarm Resistance | 40% |
| Silence Resistance | 26% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 75% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 66%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 253 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 753% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Occult technomancy | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 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 Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Dourbloom' (0 def, 14 armour) 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% darkness ----- def ----- Armour +14 Resists +15% acid +15% temporal +9% light +18% blight +15% fire +15% cold +21% lightning Phys.save +15 (+5 eff.) Spell.save +6 (+2 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% A pair of boots made of leather. |
| Light source | void-walker's alchemist's lamp of health1.0 T3 lite [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +7% cold +7% temporal Max.HP +55.00 Def/telep +11 Res/telep +14% Dur/telep +12% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con dps ---------- Acc +4 (+2 eff.) ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% ---------- misc Light +4 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. |
| Tool | steel torque of psionic shield 'Glorabressra' [power 47] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +7% ----- def ----- Armour +6 Resists +6% acid +15% lightning Max.HP +40.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.08 Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's steel ring of arcana (+0.12/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Silence- +26% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
| On fingers | stralite ring 'Aeralakan'0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +13 Cun +6 Wil dps ---------- Mind.pwr +9 (+3 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +10 (+5 eff.) Resists +3% light +6% darkness +5% arcane Spell.save +9 (+3 eff.) HP.reg +4.00 Stun/Frz- +32% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Silywe' 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Res.pen +25% blight Phasing +30% Melee Ret 6 blight ----- def ----- Resists +10% fire +7% cold ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Max.vim +50.00 A belt that goes around your waist. |
| In main hand | Xanumira the Shimmerraze (30-36 power, 18 apr, fire element) 5.0 T5 staff 2H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +18 Crit +17.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +19.00% Spell.pwr +15 (+4 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +9% lightning +30% fire Res.pen +10% acid ----- def ----- Defense +30 (+12 eff.) Resists +6% darkness +9% cold Phys.save +18 (+6 eff.) Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +1 Sand Shredder Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | shimmering silk robe of alchemy (0 def, 0 armour) 2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +17% acid +16% physical +9% fire +18% arcane +11% cold ----- def ----- Resists +11% acid +14% physical +17% fire +17% cold +13% all ---------- misc Max.mana +16.00 Talents +5 Arcane Dynamo Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | marshal's cashmere cloak of conjuring (2 def, 0 armour) 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Str +4 Con dps ---------- Spell.crit +4% Crit.mult +12.00% Spell.pwr +5 (+1 eff.) Dmg.mod +8% arcane Res.pen +7% arcane ----- def ----- Defense +2 (+1 eff.) Resists +30% lightning Phys.save +8 (+3 eff.) Max.HP +47.00 Stun/Frz- +50% ---------- misc Max.mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Nimbuskin the stralite amulet0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +9 Dex +9 Cun +8 Con dps ---------- Mov.spd +10% Melee Ret 8 lightning ----- def ----- Fatigue -8% Resists +20% light +9% acid Spell.save +12 (+4 eff.) Max.HP +100.00 HP.reg +9.00 ---------- misc Stam/turn +1.30 Amulets make your neck look great! |
Inventory
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
stabilizing gold amulet of murder0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +12.00% Acc +7 (+4 eff.) Apr +13 ----- def ----- Resists +14% temporal Pinning- +33% Knockbk- +30% Amulets make your neck look great! |
Wintersteel0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +9 Con dps ---------- Res.pen +25% fire Melee Ret 6 cold ----- def ----- Resists +18% fire +12% darkness +21% cold Amulets make your neck look great! |
savage's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Con ----- def ----- Spell.save +13 (+5 eff.) ---------- misc Max.stam +16.00 Rings make your fingers look great! |
enhanced dwarven-steel greatsword of projection (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego++] Nature/Psionic Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +9 Str +13 Dex +12 Mag +12 Wil +9 Cun +12 Con Massive two-handed swords. |
The Twisted Blade (50-75 power, 24 apr)3.0 T5 steamsaw 2H weapon Reqs Dex 27 [Unique] Unknown/Steamtech Power 50.0 - 75.0 Phys.bleed Uses 100% Str Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+7 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... This item has been sent to the Item's Vault. |
enhanced voratun dagger (38-50 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature Power 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +8 Str +8 Dex +9 Mag +10 Wil +8 Cun +8 Con Sharp, short and deadly. |
steel steamsaw of the stars (11-16 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Cun +1 Mag dps ---------- Dmg.mod +10% light +12% darkness ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +12% light +10% darkness ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Zerain (29 def, 26 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +10 Dex +4 Wil +9 Cun +2 Con dps ---------- Phys.crit +5.0% Crit.mult +17.00% Phys.pwr +8 (+4 eff.) Dmg.mod +9% blight ----- def ----- Armour +26 Defense +29 (+12 eff.) Fatigue +8% Resists +26% blight +27% darkness Spell.save +6 (+2 eff.) ---------- misc Max.stam +30.00 Light +1 A suit of armour made of leather. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +7% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
monstrous hardened leather belt of resilience1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Phys.save +8 (+3 eff.) Max.HP +41.00 ---------- misc Size +1 A belt that goes around your waist. |
grounding dwarven-steel helm of constitution (+6) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +6 Con ----- def ----- Armour +4 Fatigue +4% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
19 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. |
9 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. |
15 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. |
39 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. |
47 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
41 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. |
33 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. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all 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. |
74 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
powerful fiery salve [power 22] powerful fiery salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 66% cooldown modifier. Remove 2 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 22] powerful frost salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 66% cooldown modifier. Remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 238] potent healing salve [power 238]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 66% cooldown modifier. Heal 238 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great water salve [power 25] great water salve [power 25]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 66% cooldown modifier. Remove 2 mental effects and grants a water aura (25% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
dwarven-steel pickaxe 'Silethra' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +25 (+12 eff.) Acc +20 (+10 eff.) Melee Ret 4 physical ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 66 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Krukthir the Orc Archmage level 18
9th Revenge 124th year of Ascendancy at 03:04 see stats
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Krukthir the Orc Archmage level 17
6th Revenge 124th year of Ascendancy at 05:39 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Krukthir the Orc Archmage level 14
46th Retaking 124th year of Ascendancy at 06:50 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Krukthir the Orc Archmage level 41
40th Dearth 124th year of Ascendancy at 15:10 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Krukthir the Orc Archmage level 31
6th Pain 124th year of Ascendancy at 05:12 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Krukthir the Orc Archmage level 10
33rd Retaking 124th year of Ascendancy at 01:44 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Krukthir the Orc Archmage level 20
22nd Revenge 124th year of Ascendancy at 13:15 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Krukthir the Orc Archmage level 30
46th Revenge 124th year of Ascendancy at 05:17 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Krukthir the Orc Archmage level 40
27th Dearth 124th year of Ascendancy at 02:43 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Krukthir the Orc Archmage level 36
15th Pain 124th year of Ascendancy at 00:25 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Krukthir the Orc Archmage level 27
39th Revenge 124th year of Ascendancy at 04:38 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Krukthir the Orc Archmage level 23
31st Revenge 124th year of Ascendancy at 10:56 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Krukthir the Orc Archmage level 37
45th Pain 124th year of Ascendancy at 03:00 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Krukthir the Orc Archmage level 29
41st Revenge 124th year of Ascendancy at 13:09 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Krukthir the Orc Archmage level 42
15th Loss 124th year of Ascendancy at 12:35 see stats
Log
High Sun Paladin Aeryn shrugs off the effect 'Dazzled'!
Krukthir steals life from High Sun Paladin Aeryn!
High Sun Paladin Aeryn hits Krukthir for (128 absorbed), 0 physical, (28 absorbed), 0 light, (123 absorbed), 0 physical, (28 absorbed), 0 light, (6 absorbed), 0 lightning, (15 absorbed), 0 cold, (282 absorbed), (248 mana), 414 physical, 28 light, 184 physical, (28 ignored), 0 light (626 total damage).
Melee retaliation hits Krukthir for (10 absorbed), 0 light, 10 light (10 total damage).
Melee retaliation hits High Sun Paladin Aeryn for 1 lightning, 2 blight, 1 lightning, 2 blight, 1 lightning, 2 blight, 1 lightning, 2 blight (14 total damage).
Phantasmal Shield hits High Sun Paladin Aeryn for 31 light damage.
Metaphasic Spin hits High Sun Paladin Aeryn for 30 arcane, 17 temporal, 10 arcane, (25 parried), 25 arcane, 14 temporal, 10 arcane (106 total damage).
High Sun Paladin Aeryn is no longer attracting creatures.
Krukthir's arcane area effect hits High Sun Paladin Aeryn for 24 arcane damage.
High Sun Paladin Aeryn uses Wrath of the Highborn.
High Sun Paladin Aeryn radiates power.
Deadly Poison from High Sun Paladin Aeryn hits Krukthir for 16 nature damage.
Deep Wound from High Sun Paladin Aeryn hits Krukthir for 62 physical damage.
Acid Splash from High Sun Paladin Aeryn hits Krukthir for 19 acid damage.
Krukthir receives 9 healing from Temporal Restoration Field.
High Sun Paladin Aeryn casts Searing Light.
High Sun Paladin Aeryn hits Krukthir for 90 light damage.
Krukthir the level 42 orc archmage was radiated to death by High Sun Paladin Aeryn on level 1 of Gates of Morning.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
High Sun Paladin Aeryn killed Krukthir!
Saving game...
Saving done.
Talent Temporal Shield is ready to use.
Krukthir roars triumphantly.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!




























































































































