








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. 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:
Deathknight Vanilla 1.7.6Adds a new warrior subclass with bulwark, arcane blade and necromancer abilities. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. 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:
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: 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 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Brawler |
| Level / Exp | 37 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by sunwall vindicator at level 12 on the 5th Revenge 124th year of Ascendancy at 20:52 0 / 9Killed by whitehoof invoker at level 13 on the 12nd Revenge 124th year of Ascendancy at 00:13 Killed by Star Gazer at level 22 on the 24th Dearth 124th year of Ascendancy at 22:02 Killed by dreaming horror at level 33 on the 29th Loss 124th year of Ascendancy at 21:24 Killed by disarming trap at level 33 on the 11st Destruction 124th year of Ascendancy at 10:40 Killed by Xanevena the crystalbark at level 34 on the 42nd Destruction 124th year of Ascendancy at 08:19 Killed by High Sun Paladin Aeryn at level 35 on the 8th Remembrance 125th year of Ascendancy at 04:34 Killed by bloated horror at level 37 on the 9th Remembrance 125th year of Ascendancy at 17:51 Killed by ravaging entropic rip at level 37 on the 9th Remembrance 125th year of Ascendancy at 17:54 |
Primary Stats
| Strength | 48 (base 25) |
| Dexterity | 76 (base 60) |
| Constitution | 32 (base 15) |
| Magic | 14 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 97 (base 60) |
Resources
| Life | -5/1118 |
| Stamina | 234/250 |
| Steam | 100/100 |
| Healing Factor | 1.2924420161895 |
| Regeneration | 17.124856714511 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 44.338680393569 |
| See Invisible | 56.338680393569 |
Offense: Barehand
| Damage | 103 |
| Accuracy | 49 |
| Crit Chance | 41% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.6666666666667 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +27% |
| Fire | +10% |
| Nature | +28% |
| Blight | +15% |
| Physical | +45% |
| Cold | +13% |
| All | 0% |
Offense: Damage Penetration
| Nature | +26% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 24 (51.69962066283%) |
| Defense | 79 |
| Ranged Defense | 79 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 31 |
| Mental Save | 42 |
Defense: Resistances
| Physical | + 43%( 70%) |
| Darkness | + 48%( 70%) |
| Nature | + 31%( 70%) |
| Temporal | + 41%( 70%) |
| Cold | + 42%( 70%) |
| Arcane | + 20%( 70%) |
| Fire | + 29%( 70%) |
| All | + 16%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
| Bleed Resistance | 20% |
| Stun Resistance | 19% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 543 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 628% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| 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 147% efficiency and cooldown mod of 70%. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 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 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 |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. | active |
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. * You have killed Aeryn, making sure no more troops will come from the west. | 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. * You have disposed of Kaltor, the loot is yours! | done |
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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+1 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (98 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (166 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 1/18 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. |
| On hands | Spellhunt Remnants (3 def, 4 armour) 1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+3 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+0 eff.) Spell.save +8 (+4 eff.) Max.HP +60.00 ---------- misc Talents +3 Flash Powder Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +12 Crit +8.0% Atk.spd 100% Melee+ +15 silence On Hit: 5% Mana Clash 1 On Hit: * 20 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| On head | Radharim the Brightbearer (2 def, 0 armour) 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun dps ---------- Mind.crit +3% Mind.pwr +7 (+3 eff.) Dmg.mod +11% physical +13% darkness +6% blight +13% cold +13% nature On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Defense +2 (+0 eff.) Resists +11% physical +11% darkness +6% temporal +19% cold +19% nature +3% fire Mind.save +9 (+3 eff.) HP.reg +4.00 ---------- misc Max.hate +8.00 A pointy cloth hat, very wizardly... |
| Tool | 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. |
| On fingers | sneakthief's stralite ring of darkness (+28%)0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +9 Cun +6 Dex dps ---------- Dmg.mod +14% darkness Acc +7 (+2 eff.) ----- def ----- Resists +28% darkness Rings make your fingers look great! |
| On fingers | Baladukalthobers the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +12% cold +15% temporal +3% fire Max.HP +50.00 HP.reg +7.00 Heal.mod +12% ---------- misc Light +1 Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 11/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 243 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| Main armor | silk robe 'Silena' (30 def, 0 armour)2.0 T4 cloth armor [Rare] Nature While equipped: Stats +5 Mag dps ---------- Dmg.mod +22% physical ----- def ----- Defense +30 (+6 eff.) Resists +9% temporal +22% physical +5% arcane +13% all Cut- +20% Stun/Frz- +20% ---------- misc Light +2 See.Invis +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | piercing dwarven lantern of the zealot1.0 T5 lite [Ego++] Disrupt/Master While equipped: dps ---------- Res.pen +5% all Apr +7 ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- misc Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 268 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
| Around waist | hardened leather belt 'Aerith'1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Dex +5 Wil +4 Cun dps ---------- Phys.crit +2.0% Crit.mult +20.00% Dmg.mod +9% blight +12% physical Apr +5 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +12 Phys.save +16 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save +16 (+6 eff.) A belt that goes around your waist. |
Inventory
oxygen infusion (stamina 100 over 10 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to restore 100 stamina and air over 10 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
2 schematic: Antimagic 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: Armour Reinforcement0.1 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: Fatal Attractor0.1 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: Fireproof 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. |
schematic: Focus Lens0.1 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: Mental Stimulator0.1 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: Saw Projector0.1 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: Steamgun0.1 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. |
Duathelglamour0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +7 Dex +2 Mag dps ---------- Res.pen +10% darkness ---------- misc Infravis +1 Amulets make your neck look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
keeper's elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Spell.spd +18% Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Paradox regeneration: -4.00 Staves designed for wielders of magic, by the greats of the art. |
Flarethorn the stralite dagger (31-40 power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Disrupt Power 31.0 - 40.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 darkness Against +16% Unnatural While equipped: Stats +5 Wil dps ---------- Res.pen +10% fire On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +6% temporal +12% light +6% fire Spell.save +9 (+5 eff.) Sharp, short and deadly. |
acidic stralite steamsaw (31-47 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +62 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+1 eff.) Fatigue +10% ---------- misc Talents +2 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! |
flaming stralite steamsaw of the stars (33-50 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 33.5 - 50.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 On Hit.r1 +9 fire Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +9 Mag dps ---------- Dmg.mod +14% light +13% darkness ----- def ----- Armour +5 Defense +8 (+1 eff.) Fatigue +10% Resists +12% light +11% darkness ---------- misc Talents +2 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! |
blazebringer's stralite steamgun of enduring4.0 T4 steamgun 1H weapon Reqs Shoot [Ego++] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +41 fire Uses 2.0 Steam While equipped: Stats +5 Con +8 Wil dps ---------- All.spd +6% Res.pen +12% fire ----- def ----- Max.HP +76.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Skeletal Parry (10 def, 4 armour, 40 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Arcane A part of set. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 10 phys.bleed ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +6% ---------- misc Talents +2 Block Bone Armour: Level 2.0 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Creates a shield of bones, absorbing 501 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
swashbuckler's stralite shield of acid resistance (+20%) (0 def, 8 armour, 144 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +7 Dex dps ---------- Acc +16 (+5 eff.) ----- def ----- Armour +8 Fatigue +8% Resists +20% acid ---------- misc Talents +1 Block Handheld deflection devices. |
serene Robe of the Worm of power (8 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane/Master While equipped: Stats +3 Wil dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +6% all ----- def ----- Defense +8 (+1 eff.) Resists +7% all Mind.save +8 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe (5 def, 0 armour)2.0 T2 cloth armor [Ego] Disrupt While equipped: dps ---------- On Melee Ret: * 4% chance to slow global speed by 55% * 4 arcane resource burn ----- def ----- Defense +5 (+1 eff.) Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of frost (+15%) (5 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Defense +5 (+1 eff.) Resists +9% all +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aressra the Brightschism (7 def, 6 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind Res.pen +15% acid ----- def ----- Armour +6 Defense +7 (+1 eff.) Resists +6% light +12% mind +11% all Max.HP +20.00 Heal.mod +15% Confus- +10% ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Pureking the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +9% mind Res.pen +20% mind +15% nature +10% darkness ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Max.HP +35.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of leather. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+2 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)9.0 T3 light armor [Unique] Master/Steamtech While equipped: Stats +8 Dex ----- def ----- Armour +12 Defense +14 (+3 eff.) Crit.dmg- 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Frozensorrow1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +5 Wil +4 Cun dps ---------- Dmg.mod +15% cold Res.pen +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +18% blight +12% cold Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save +16 (+6 eff.) A belt that goes around your waist. |
hardened leather belt of shielding1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Armour +5 Create a temporary shield that absorbs 236 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
insulating hardened leather belt of life1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +5% fire +6% cold HP.reg +1.40 Heal.mod +14% A belt that goes around your waist. |
Aneregosus (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Cun +2 Con ----- def ----- Defense +2 (+0 eff.) Resists +15% acid Crit.chn- 15.00% Phys.save +8 (+3 eff.) Mind.save +5 (+2 eff.) Die.at -50.00 life ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tiderock (8 def, 5 armour)2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +6% Dmg.mod +6% cold Res.pen +20% mind Melee Ret 4 cold ----- def ----- Armour +5 Defense +8 (+1 eff.) Resists +12% fire +13% light +19% cold Stealth +6 ---------- misc Psi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +5 (+2 eff.) Apr +6 ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +1 A pair of boots made of leather. |
Belomina the pair of hardened leather boots (0 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +5.0% Dmg.mod +15% physical ----- def ----- Armour +11 Fatigue -7% Resists +6% mind Phys.save +16 (+5 eff.) ---------- misc Max.enc +34 A pair of boots made of leather. |
pair of dwarven-steel boots 'Zanudunarak' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Mag +3 Con dps ---------- Phys.crit +3.0% Spell.crit +3% Phys.pwr +3 (+1 eff.) Dmg.mod +6% arcane Res.pen +9% physical ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +8% temporal Spell.save +3 (+2 eff.) Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.80 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yarogorn the pair of voratun boots (14 def, 9 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +11 Dex +2 Con dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +6% blight ----- def ----- Armour +9 Defense +14 (+3 eff.) Fatigue +4% Resists +8% acid +11% fire +10% lightning +14% cold ---------- misc Max.hate +4.00 Max.psi +30.00 Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shiverbloom the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% cold Res.pen +5% cold Acc +13 (+4 eff.) ----- def ----- Armour +2 Resists +3% light +24% cold ---------- misc Light +1 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +9.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +4% arcane Acc +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +20% Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +8.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +8 arcane On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Arawen' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +9% darkness +8% physical ----- def ----- Defense +2 (+0 eff.) Resists +6% blight +11% physical +8% darkness +9% lightning Crit.chn- 10.00% Silence- +20% ---------- misc Max.hate +10.00 A pointy cloth hat, very wizardly... |
stabilizing hardened leather hat of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Phys.save +15 (+5 eff.) A hat made of leather. Very stylish. |
Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+4 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-3 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. |
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. |
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. |
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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
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. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 7 Call a trained yeti for help. Uses 1 power out of 7/8 Call a trained yeti to your side. |
great pain suppressor salve [power 345] great pain suppressor salve [power 345]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 147% efficiency and 70% cooldown modifier. Let you fight up to -345 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 64% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
focusing steel torque of gale force [power 160] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 232 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Deebo Jordans the Orc Brawler level 16
23rd Revenge 124th year of Ascendancy at 17:40 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Deebo Jordans the Orc Brawler level 17
26th Revenge 124th year of Ascendancy at 01:11 see stats
Exterminator
Killed 1000 creatures.By Deebo Jordans the Orc Brawler level 27
35th Dearth 124th year of Ascendancy at 17:59 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Deebo Jordans the Orc Brawler level 15
14th Revenge 124th year of Ascendancy at 21:50 see stats
Level 10
Got a character to level 10.By Deebo Jordans the Orc Brawler level 10
37th Retaking 124th year of Ascendancy at 18:31 see stats
Level 20
Got a character to level 20.By Deebo Jordans the Orc Brawler level 20
50th Pain 124th year of Ascendancy at 14:24 see stats
Level 30
Got a character to level 30.By Deebo Jordans the Orc Brawler level 30
11st Loss 124th year of Ascendancy at 17:29 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Deebo Jordans the Orc Brawler level 32
14th Loss 124th year of Ascendancy at 00:45 see stats
Size matters
Did over 600 damage in one attack.By Deebo Jordans the Orc Brawler level 35
7th Remembrance 125th year of Ascendancy at 08:24 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Deebo Jordans the Orc Brawler level 35
8th Remembrance 125th year of Ascendancy at 05:50 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Deebo Jordans the Orc Brawler level 25
34th Dearth 124th year of Ascendancy at 20:28 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Deebo Jordans the Orc Brawler level 32
22nd Loss 124th year of Ascendancy at 12:57 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Deebo Jordans the Orc Brawler level 28
35th Dearth 124th year of Ascendancy at 21:42 see stats
Unstoppable
Returned from the dead.By Deebo Jordans the Orc Brawler level 37
9th Remembrance 125th year of Ascendancy at 17:51 see stats
Log
Deebo Jordans speeds up.
Giant netherworm loses 4 health to the entropy.
Nethergate casts Netherblast.
Bloated horror casts Mind Disruption.
Deebo Jordans resists the effect 'Confused'!
Luminous horror casts Firebeam.
Luminous horror casts Firebeam.
Ravaging entropic rip casts Netherblast.
Luminous horror hits Deebo Jordans for 25 fire damage.
Nethergate's Netherblast hits Deebo Jordans for 27 temporal, 22 darkness (50 total damage).
Luminous horror hits Deebo Jordans for 26 fire damage.
Animated Sword retunes the fabric of spacetime.
Netherworm mass duplicates the healing forces to giant netherworm!
Netherworm mass duplicates the healing forces to giant netherworm!
Netherworm mass misses Deebo Jordans.
Luminous horror casts Firebeam.
Luminous horror casts Firebeam.
Netherworm mass leeches life from Deebo Jordans!
Ravaging entropic rip's Netherblast hits Deebo Jordans for 35 temporal, 24 darkness (60 total damage).
Luminous horror hits Deebo Jordans for 26 fire damage.
Deebo Jordans hits Netherworm mass for 14 healing, 12 healing (0 total damage) [27 healing].
Luminous horror hits Deebo Jordans for 26 fire damage.
Netherworm mass hits Giant netherworm for 14 healing, 13 healing (0 total damage) [28 healing].
Netherworm mass hits Deebo Jordans for 13 temporal, 11 darkness (26 total damage).
Ravaging entropic rip's Reality Fracture hits Deebo Jordans for 2 temporal, 3 darkness (5 total damage).
Netherworm mass uses Multiply.
Nethergate's Netherblast hits Deebo Jordans for 71 temporal, 53 darkness (125 total damage).
Bursting entropic shard's Reality Fracture hits Deebo Jordans for 7 temporal, 5 darkness (12 total damage).
Ravaging entropic rip's Netherblast hits Deebo Jordans for 21 temporal damage.
Deebo Jordans the level 37 orc brawler was temporally distorted to death by a ravaging entropic rip on level 2 of G.E.M..





























































































































