










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.7Official 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 | Kruk Yeti |
| Class | Berserker |
| Level / Exp | 29 / 52% |
| Size | big |
| Lifes / Deaths | Killed by Poltergeist Viletooth at level 18 on the 38th Retaking 124th year of Ascendancy at 02:14 0 / 7Killed by Itgain the shalore at level 20 on the 12nd Revenge 124th year of Ascendancy at 01:58 Killed by Itgain the shalore at level 20 on the 12nd Revenge 124th year of Ascendancy at 03:46 Killed by Assimeiel the shalore at level 20 on the 26th Revenge 124th year of Ascendancy at 20:05 Killed by High Sun Paladin Aeryn at level 29 on the 9th Pain 124th year of Ascendancy at 14:29 Killed by High Sun Paladin Aeryn at level 29 on the 9th Pain 124th year of Ascendancy at 20:39 Killed by Fralk at level 29 on the 9th Pain 124th year of Ascendancy at 22:39 |
Primary Stats
| Strength | 130 (base 60) |
| Dexterity | 19 (base 11) |
| Constitution | 62 (base 55) |
| Magic | 10 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 27 (base 10) |
Resources
| Life | 1023/1023 |
| Stamina | 219/219 |
| Healing Factor | 1.7562068965518 |
| Regeneration | 22.949316121117 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 35 |
| See Invisible | 56 |
Offense: Mainhand
| Damage | 209 |
| Accuracy | 52 |
| Crit Chance | 25% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
| Blight | +3% |
| Physical | +14% |
| Mind | +24% |
| Nature | +8% |
Offense: Damage Penetration
| Fire | +35% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 54.723073231957 (93.924050632911%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 21 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 62%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 29%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Confusion Resistance | 17% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Yeti | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | 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 |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
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 voratun boots 'Tugorn' (9 def, 7 armour)3.0 T5 feet armor [Random Unique] Master While equipped: Stats +7 Dex +3 Cun +1 Con ----- def ----- Armour +7 Defense +9 (+5 eff.) Fatigue -5% Resists +3% acid +12% mind Phys.save +23 (+6 eff.) Mind.save +19 (+9 eff.) HP.reg +2.00 Silence- +10% ---------- misc Max.enc +36 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | Kilnwar the dwarven-steel helm (7 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +6 Cun +2 Wil dps ---------- Res.pen +10% fire Acc +7 (+3 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+4 eff.) Fatigue +4% Resists +6% fire Crit.dmg- 10.00% Die.at -80.00 life ---------- misc Light +2 See.Invis +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 50 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | warrior's gold ring of warding0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Resists +11% acid +22% fire +16% lightning +19% cold Rings can have magical properties. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Heatwolf1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +1 Wil +2 Con dps ---------- Res.pen +25% fire ----- def ----- HP.reg +2.10 Heal.mod +22% ---------- misc Light +1 See.Invis +6 A belt that goes around your waist. |
| In main hand | Unstoppable Mauler (48-72 power, 15 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+7 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.9 Pwr.cost 18 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 135% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
| On hands | Emanne the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Cun dps ---------- Crit.mult +5.00% S.pwr/crit +4 Dmg.mod +3% blight +24% mind Res.pen +10% mind ----- def ----- Armour +2 Fatigue +3% Phys.save +8 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Isyrin (0 def, 14 armour)17.0 T2 massive armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +14 Fatigue +18% Resists +6% blight +3% cold +3% nature +3% temporal Phys.save +5 (+1 eff.) Max.HP +29.00 HP.reg +2.30 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
| Cloak | 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 (+5 eff.) Resists +15% cold Phys.save +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Around neck | mindweaver's gold amulet of cunning (+6)0.1 T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Cun +1 Wil dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- Mind.save +11 (+6 eff.) Confus- +17% Amulets can have magical properties. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Payload0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +2 Mag +5 Con dps ---------- Phys.pwr +14 (+3 eff.) Spell.pwr +7 (+7 eff.) Mind.pwr +7 (+4 eff.) Melee+ 15 light Ranged+ 13 light Dmg.mod +13% light Res.pen +15% light On Hit (Melee): * 20% chance to slow global speed by 45% ---------- misc Light +1 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
rogue's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% nature ----- def ----- Defense +6 (+3 eff.) Resists +20% nature Rings can have magical properties. |
rogue's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% nature ----- def ----- Defense +4 (+2 eff.) Resists +22% nature Rings can have magical properties. |
dwarven-steel battleaxe 'Offalenvy' (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +7 cold +8 nature +8 arcane On Hit.r1 +10 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Dmg.mod +12% arcane Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe of rage (33.5-50.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Master Power 33.5 - 50.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Res.pen +10% physical Acc +28 (+9 eff.) Apr +10 Massive two-handed battleaxes. |
truestriking dwarven-steel greatmaul of projection (42.5-63.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Master/Psionic Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +7% physical Acc +19 (+7 eff.) Apr +10 Massive two-handed mauls. |
balanced dwarven-steel greatsword of erosion (38-60.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature/Master Power 38.0 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +39% Massive two-handed swords. |
insulating hardened leather belt of the giants1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +8% fire +7% cold Spell.save +7 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
spiritwalker's rough leather belt of the mystic1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +2 (+2 eff.) ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Mana/turn +0.11 Max.mana +20.00 A belt that goes around your waist. |
stormwoven Robe of the Worm of life (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +4 Str +4 Mag +4 Wil dps ---------- Dmg.mod +8% lightning +6% physical +7% cold ----- def ----- Resists +5% blight +7% cold +6% lightning +7% all Max.HP +50.00 HP.reg +1.50 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+1 eff.) ---------- misc Max.enc +20 Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 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. |
hardened leather cap of constitution (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
iron helm (0 def, 3 armour)3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
17 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. |
11 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. |
20 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
17 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag 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. This item has been sent to the Item's Vault. |
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. |
15 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
12 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. |
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. |
14 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. |
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. |
Achievements
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Fralk the Kruk Yeti Berserker level 12
24th Retaking 124th year of Ascendancy at 05:38 see stats
Level 10
Got a character to level 10.By Fralk the Kruk Yeti Berserker level 10
17th Retaking 124th year of Ascendancy at 09:33 see stats
Level 20
Got a character to level 20.By Fralk the Kruk Yeti Berserker level 20
39th Retaking 124th year of Ascendancy at 21:19 see stats
Size matters
Did over 600 damage in one attack.By Fralk the Kruk Yeti Berserker level 20
12nd Revenge 124th year of Ascendancy at 06:45 see stats
That was close
Killed your target while having only 1 life left.By Fralk the Kruk Yeti Berserker level 29
50th Revenge 124th year of Ascendancy at 09:48 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Fralk the Kruk Yeti Berserker level 25
39th Revenge 124th year of Ascendancy at 18:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Fralk the Kruk Yeti Berserker level 19
39th Retaking 124th year of Ascendancy at 13:38 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Fralk the Kruk Yeti Berserker level 29
9th Pain 124th year of Ascendancy at 22:39 see stats
Log
Talent Vitality is ready to use.
Fralk is unstoppable!
High Sun Paladin Aeryn hits Fralk for (170 refused), 0 light (0 total damage).
Fralk is unstoppable!
High Sun Paladin Aeryn's light area effect hits Fralk for (126 refused), 0 light (0 total damage).
Fralk is unstoppable!
Shield of Light hits Fralk for (99 refused), 0 light, (115 refused), 0 light (0 total damage).
High Sun Paladin Aeryn hits Fralk for (136 refused), 0 physical, (109 refused), 0 light (0 total damage).
There is an exit to the worldmap here (press '' or right click to use).
High Sun Paladin Aeryn's armour is more intact.
High Sun Paladin Aeryn is no longer out of phase.
High Sun Paladin Aeryn hits Fralk for 49 physical damage.
Fralk the level 29 kruk yeti berserker was splattered to death by High Sun Paladin Aeryn on level 1 of Gates of Morning.
You have no more lives left.
Fralk deactivates Berserker Rage.
Fralk's rage subsides!
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 Fralk!
Saving game...
Talent Warshout is ready to use.
Talent Berserker Rage is ready to use.
Talent Unstoppable is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed!
































































































