















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! Nyaaaaaaan~ 1.5.0Nyaaaaaaan~ Possessor 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:
Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 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:
Forbidden Cults 1.5.9Official 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 | Whitehoof |
| Class | Psyshot |
| Level / Exp | 39 / 100% |
| Size | medium |
| Lifes / Deaths | Killed by Isurin the ritch hunter at level 19 on the 28th Revenge 124th year of Ascendancy at 20:21 4 / 3Killed by Adumithra the dredge captain at level 29 on the 42nd Pain 124th year of Ascendancy at 02:57 Killed by High Sun Paladin Aeryn at level 32 on the 6th Loss 124th year of Ascendancy at 16:05 |
Primary Stats
| Strength | 32 (base 12) |
| Dexterity | 61 (base 48) |
| Constitution | 60 (base 51) |
| Magic | 31 (base 10) |
| Willpower | 76 (base 39) |
| Cunning | 76.4 (base 26) |
Resources
| Life | 1217/1217 |
| Psi | 141/141 |
| Steam | 107/107 |
| Healing Factor | 1.3260869565217 |
| Regeneration | 12.796739130434 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 8 |
| Infravision | 12 |
| See Stealth | 32 |
| See Invisible | 33 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 57 |
| Crit Chance | 25% |
| APR | 68 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 61 |
| Crit Chance | 25% |
| APR | 80 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Blight | +23% |
| Physical | +37% |
| Cold | +23% |
| All | +6% |
| Darkness | +16% |
| Lightning | +44% |
| Mind | +34% |
| Fire | +19% |
| Nature | +15% |
Offense: Damage Penetration
| Temporal | +10% |
| Blight | +10% |
| Fire | +20% |
| Mind | +40% |
| Nature | +8% |
Defense: Base
| Armour (hardiness) | 18 (45%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 5 |
| Physical Save | 46 |
| Spell Save | 37 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 55%( 70%) |
| Physical | + 51%( 70%) |
| Cold | + 67%( 70%) |
| All | + 40%( 70%) |
| Darkness | + 46%( 70%) |
| Temporal | + 49%( 70%) |
| Mind | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 65% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 65% |
| Bleed Resistance | 100% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. |
| 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 140% efficiency and cooldown mod of 71%. Its effects scale with your Willpower 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 183% efficiency and cooldown mod of 73%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Psionic / Action at a distance | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Psionic / Nightmare | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.40 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.40 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Molten Iron Blood |
| talent | Gestalt |
| talent | Chant of Fortress |
| talent | Mechanical Arms |
| beneficial effect | You have 2 charges. Death Momentum |
| beneficial effect | Steampower increased by 17. Gestalt |
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. | 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. | 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 | Magmamight (0 def, 6 armour)2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% mind Res.pen +25% mind +15% fire ----- def ----- Armour +6 Fatigue +5% Resists +15% fire +15% mind +12% cold A pair of boots made of leather. |
| Quiver | Kindlezephyr the pouch of stralite shots (47/47, 47.5-57 power, 15 apr) 3.0 T4 shot ammo [Random Unique] Arcane/Nature Power 47.5 - 57.0 Light Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +15 Crit +5.5% Capacity 47 Rld cld 3 Proj.spd +200% Ranged+ +11 blight +12 light On Crit.r2 +4 light On Hit: * 11% chance to disease * 40% chance to blind * 10% chance to create an air burst While equipped: ---------- misc Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Scorchstrike2.0 T1 lite [Random Unique] Nature/Psionic While equipped: Stats +2 Con dps ---------- Res.pen +5% fire +10% temporal On Hit (Melee): * 31% chance to corrode armour by 30% * 20% chance to disease ----- def ----- Resists +10% blight +12% fire Mind.save +14 (+4 eff.) HP.reg +1.60 ---------- misc Light +2 See.Stealth +17 See.Invis +18 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 | Brass Goggles (11 def, 0 armour) 2.0 T4 head armor [Unique] Master While equipped: Stats +21 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+5 eff.) Apr +15 ----- def ----- Defense +11 (+5 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +10 Sight +3 See.Stealth +15 See.Invis +15 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
| On hands | Pitchstalker of the Blightspawn (0 def, 4 armour) 1.0 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +9 Dex +3 Wil +8 Cun dps ---------- Melee+ 14 blight 12 darkness Dmg.mod +11% blight +10% darkness +9% lightning Acc +6 (+1 eff.) Apr +11 On Hit (Melee): * 15% chance to daze at end of turn On Melee Ret: * 48% chance to disease * 34% chance to inflict 15% damage reduction ----- def ----- Armour +4 Resists +5% blight +9% darkness +9% lightning ---------- misc Light +1 Talents +1 Sand Shredder Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Delerek the Bleakschism [power 301] (10 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- S.pwr/crit +2 Res.pen +5% blight Melee Ret 8 arcane 4 temporal On Hit (Melee): * 31% chance to inflict 15% damage reduction ---------- misc Mana/s.crit +3.00 Light +2 Fire a bolt of a random element with (base) damage 150 to 301 Puts all charms on 10 cooldown 100% to regenerate 6 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +16 (+4 eff.) Dmg.mod +3% lightning Res.pen +5% blight Acc +9 (+2 eff.) Apr +9 Melee Ret 8 blight On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +10 (+5 eff.) Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Pitchgore of the Blightspawn0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +9 Mag +2 Cun +5 Con dps ---------- Crit.mult +13.00% S.pwr/crit +5 Dmg.mod +6% blight Acc +8 (+2 eff.) Apr +18 On Melee Ret: * 24% chance to disease * 25% chance to inflict 15% damage reduction ----- def ----- Resists +9% blight Phys.save +14 (+5 eff.) Max.HP +70.00 HP.reg +1.80 ---------- misc Mana/turn +0.26 Max.mana +28.00 Light +2 Infravis +2 Amulets can have magical properties. |
| In main hand | gunslinger's dwarven-steel steamgun of nature 4.0 T3 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +32 Crit +20.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +19 nature On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% physical Res.pen +8% nature ----- def ----- Resists +5% all ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Xolle the drakeskin leather belt1.0 T5 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Dex +6 Wil +5 Cun ----- def ----- Armour +4 Resists +15% mind Phys.save +15 (+5 eff.) Spell.save +18 (+7 eff.) Mind.save +24 (+6 eff.) Silence- +15% Confus- +25% Pinning- +10% Knockbk- +15% ---------- misc Max.hate +8.00 A belt that goes around your waist. |
| In off hand | Overseer (17-18.7 power, 27 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+3 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+6 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 60 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
| Cloak | Darkburst of the Blightspawn (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +6% Dmg.mod +9% nature Melee Ret 4 temporal On Melee Ret: * 36% chance to disease * 46% chance to inflict 15% damage reduction ----- def ----- Defense +3 (+1 eff.) Resists +8% acid +15% temporal +8% cold +8% fire +0% nature +38% lightning Max.HP +60.00 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Duskwrack of the Blightspawn (3 def, 0 armour) 2.0 T4 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +4 Str +5 Mag +6 Wil dps ---------- Dmg.mod +26% lightning +20% physical +13% fire +17% cold +10% acid Melee Ret 8 acid 20 fire On Hit (Melee): * 15% chance to corrode armour by 30% On Melee Ret: * 29% chance to disease * 29% chance to inflict 15% damage reduction ----- def ----- Defense +3 (+1 eff.) Resists +32% lightning +14% physical +18% fire +24% cold +14% acid HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion (569% speed; 5 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 569% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (513% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 513% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 8 turns, die at -161)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 8 turns. While Heroism is active, you will only die when reaching -161 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Earthen Beads =heal=0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 315 (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. |
Feathersteel Amulet =traps=0.1 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. |
steel amulet 'Firesnake'0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Mag +5 Cun +4 Con dps ---------- Mind.crit +2% S.pwr/crit +3 Mov.spd +10% Dmg.mod +3% fire ----- def ----- Fatigue -5% Phys.save +14 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +11 (+3 eff.) HP.reg +0.60 Heal/summ +20 ---------- misc Stam/turn +0.40 Mana/turn +0.12 Max.mana +28.00 Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
Velima the voratun amulet0.1 T5 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +6 Fatigue -18% Resists +12% fire HP.reg +2.30 Blind- +25% Cut- +25% Teleport- +15% Amulets can have magical properties. |
Adamitira0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +1 Dex +4 Mag +7 Wil +5 Cun +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +3% arcane ----- def ----- Blind- +25% ---------- misc Infravis +4 See.Stealth +10 See.Invis +8 Rings can have magical properties. |
Vindicator =undead=4.0 T3 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Dmg.mult 100% Range +7 Proj.spd +600% Against +25% Undead On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
Worm Nest (0 def, 0 armour) =worms=2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+8 eff.) Mov.spd +32% Dmg.mod +15% blight ----- def ----- Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
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 (+4 eff.) Resists +0% nature +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Shimmerresolve (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +25% lightning +10% mind On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +11% fire +12% mind +6% cold A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour) =steam=3.0 T5 feet armor Reqs Heavy Armour Training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
dwarven-steel gauntlets of dispersion (0 def, 2 armour) =disperse=1.5 T3 hands armor Reqs Heavy Armour Training [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Melee+ 5 arcane ----- def ----- Armour +2 Resists +5% arcane Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
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 (-4 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
20 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. |
23 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. |
24 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 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. |
37 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. |
45 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
37 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. |
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. |
38 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. |
11 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
10 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 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. |
9 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. |
8 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 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. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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 Star =yas=1.0 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. |
38 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 88.29 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 88.29 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
well-made thunderclap coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +15% nature +15% cold Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 16] simple frost salve [power 16]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 71% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 203] simple healing salve [power 203]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 71% cooldown modifier. Heal 203 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 329] powerful healing salve [power 329]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 71% cooldown modifier. Heal 329 Puts Talent Medical Injector on 15 cooldown Medical salve. |
miner's iron pickaxe (dig speed 27 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 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. |
Forbidden Tome: "The Illusory Castle" =eldritch=2.0 T3 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 Korehad the Whitehoof Psyshot level 13
3rd Revenge 124th year of Ascendancy at 19:50 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Korehad the Whitehoof Psyshot level 11
35th Retaking 124th year of Ascendancy at 03:15 see stats
Exterminator
Killed 1000 creatures.By Korehad the Whitehoof Psyshot level 25
16th Pain 124th year of Ascendancy at 02:01 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Korehad the Whitehoof Psyshot level 25
43rd Revenge 124th year of Ascendancy at 10:14 see stats
Level 10
Got a character to level 10.By Korehad the Whitehoof Psyshot level 10
17th Retaking 124th year of Ascendancy at 19:32 see stats
Level 20
Got a character to level 20.By Korehad the Whitehoof Psyshot level 20
30th Revenge 124th year of Ascendancy at 03:03 see stats
Level 30
Got a character to level 30.By Korehad the Whitehoof Psyshot level 30
6th Dearth 124th year of Ascendancy at 19:44 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Korehad the Whitehoof Psyshot level 31
8th Dearth 124th year of Ascendancy at 04:32 see stats
Size matters
Did over 600 damage in one attack.By Korehad the Whitehoof Psyshot level 38
44th Destruction 124th year of Ascendancy at 11:32 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Korehad the Whitehoof Psyshot level 20
30th Revenge 124th year of Ascendancy at 13:29 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Korehad the Whitehoof Psyshot level 35
41st Destruction 124th year of Ascendancy at 06:54 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Korehad the Whitehoof Psyshot level 13
3rd Revenge 124th year of Ascendancy at 17:42 see stats
True Savior
Freed all the Orc Prides without killing a single mind-controlled orc.By Korehad the Whitehoof Psyshot level 31
8th Dearth 124th year of Ascendancy at 04:32 see stats
Log
Today is the 13rd Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Today is the 14th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
Today is the 15th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:23.
Today is the 16th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Today is the 17th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:56.
Today is the 18th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
Ran for 49 turns (stop reason: hostile spotted to the north (Sun Paladins patrol)).
Today is the 19th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:18.
You don't see how to get there...
Today is the 20th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:41.
Today is the 21st Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
Korehad deactivates Chant of Fortress.
Korehad deactivates Molten Iron Blood.
A psionic shield forms around Korehad.
Korehad deactivates Mechanical Arms.
Korehad deactivates Gestalt.
























































































































