










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Better Item Description 1.7.2This 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 1.7.4Official 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 31 / 16% |
| Size | big |
| Lifes / Deaths | Killed by Aeravena the large brown snake at level 16 on the 8th Dusk 122nd year of Ascendancy at 03:55 0 / 7Killed by Chin the thalore at level 19 on the 34th Dusk 122nd year of Ascendancy at 19:22 Killed by forest wight at level 21 on the 51st Dusk 122nd year of Ascendancy at 03:01 Killed by Cultist at level 23 on the 52nd Dusk 122nd year of Ascendancy at 00:21 Killed by Layilemina the elven tempest at level 30 on the 13rd Pyre 123rd year of Ascendancy at 00:22 Killed by Mayuwe the gwelgoroth at level 31 on the 13rd Pyre 123rd year of Ascendancy at 11:43 Killed by Grand Corruptor at level 31 on the 13rd Pyre 123rd year of Ascendancy at 21:49 |
| Antimagic | Follower |
Primary Stats
| Strength | 113 (base 48) |
| Dexterity | 23 (base 11) |
| Constitution | 46 (base 40) |
| Magic | 11 (base 10) |
| Willpower | 31 (base 23) |
| Cunning | 37 (base 33) |
Resources
| Life | 1027/1027 |
| Steam | 100/100 |
| Stamina | 250/250 |
| Equilibrium | 33 |
| Healing Factor | 1.6067804250993 |
| Regeneration | 19.683060207467 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +102.8% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 29.271521086458 |
| See Invisible | 29.271521086458 |
Offense: Mainhand
| Damage | 206 |
| Accuracy | 40 |
| Crit Chance | 35% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| All | 0% |
| Physical | +14% |
| Darkness | +6% |
| Nature | +8% |
Offense: Damage Penetration
| Acid | +25% |
| Cold | +15% |
| Fire | +19% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 46.723073231957 (96.438666929426%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 20 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 31%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 18%( 70%) |
| Mind | + 23%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Disarm Resistance | 20% |
| Stun Resistance | 43% |
| Poison Resistance | 20% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -375 life. The duration and life will increase by 1% for every 1% life you have lost (currently 375 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 268 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 608% 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 Constitution stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Berserker Rage |
| talent | Antimagic Shield |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by WAAAAAAGH!. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the worried loremaster from death by thief. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed chunk of ghoul flesh. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+4 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 13 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Grinosalamas the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +4 Dex +1 Mag +1 Wil +2 Cun dps ---------- Dmg.mod +6% acid On Hit (Melee): * 10% chance to reduce armor by 16% ----- def ----- Resists +3% acid Max.HP +41.00 ---------- 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. |
| On head | Shadowbane the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% darkness ----- def ----- Armour +4 Fatigue +4% Resists +6% lightning +6% mind +6% light Phys.save +3 (+1 eff.) HP.reg +4.00 ---------- misc Max.hate +6.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dragonbone totem of stinging 'Raintorrent' [power 422] (10 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +5% mind +15% cold ----- def ----- Resists +6% mind +6% cold Sting an enemy dealing 456 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown 100% to heal for 63. 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to reduce fatigue by 36% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| 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 (+3 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. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| Around waist | hardened leather belt 'Emelitha'1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Armour +4 Resists +8% fire +8% cold Crit.dmg- 10.00% Spell.save +6 (+3 eff.) Max.HP +100.00 Pinning- +20% A belt that goes around your waist. |
| In main hand | blazebringer's stralite greatsword of massacre (63-101 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Nature/Master Power 63.0 - 100.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +31 fire While equipped: dps ---------- All.spd +3% Res.pen +19% fire Massive two-handed swords. |
| On hands | Lorymas (0 def, 10 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Str +2 Dex dps ---------- Phys.crit +6.0% Dmg.mod +6% physical Res.pen +25% acid ----- def ----- Armour +10 Fatigue +3% HP.reg +5.00 ---------- misc Stam/turn +1.00 Max.stam +28.00 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 | dwarven-steel plate armour 'Dairurek' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +11 Fatigue +22% Resists +7% acid +14% physical +14% fire +7% lightning +7% cold Phys.save +25 (+8 eff.) Max.HP +32.00 Heal.mod +15% Poison- +20% Disarm- +20% Stun/Frz- +23% Knockbk- +24% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Samagosakan' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Crit.mult +20.00% Acc +10 (+4 eff.) Apr +2 ----- def ----- Defense +2 (+2 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +14% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 687%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 687% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 362; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. 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 nature talent. |
Rune of the Rift (274.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 274.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying steel amulet of murder0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +11.00% Acc +6 (+2 eff.) Apr +11 ----- def ----- Resists +10% mind Confus- +23% Amulets make your neck look great! |
marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
balanced dwarven-steel greatsword of massacre (48-76 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 47.5 - 76.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +10 (+7 eff.) Disarm- +31% Massive two-handed swords. |
pair of hardened leather boots 'Baladudir' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex +2 Wil +5 Con +7 Lck dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 Stealth +10 ---------- misc Stam/turn +2.00 Light +3 A pair of boots made of leather. |
hardened leather gloves 'Hellssting' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Spell.crit +8% Mind.crit +6% Crit.mult +9.00% Dmg.mod +3% cold +6% fire Res.pen +15% lightning +25% cold ----- def ----- Armour +2 Resists +6% fire 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. |
Arthigosus the Lightslicer (0 def, 3 armour)1.0 T4 hands armor [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Dmg.mod +6% light ----- def ----- Armour +3 Resists +24% cold +9% light +6% temporal Crit.dmg- 10.00% HP.reg +7.00 Heal.mod +10% ---------- misc Stam/turn +1.50 Max.stam +26.00 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. |
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. |
4 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. |
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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
5 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+2 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. |
2 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. |
2 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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+6 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+6 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
135 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 power out of 312/400 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. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By WAAAAAAGH! the Cornac Berserker level 29
21st Regrowth 123rd year of Ascendancy at 12:24 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By WAAAAAAGH! the Cornac Berserker level 18
17th Dusk 122nd year of Ascendancy at 03:55 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By WAAAAAAGH! the Cornac Berserker level 20
42nd Dusk 122nd year of Ascendancy at 21:07 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By WAAAAAAGH! the Cornac Berserker level 20
49th Dusk 122nd year of Ascendancy at 13:42 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By WAAAAAAGH! the Cornac Berserker level 30
3rd Pyre 123rd year of Ascendancy at 18:39 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By WAAAAAAGH! the Cornac Berserker level 29
21st Regrowth 123rd year of Ascendancy at 11:10 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By WAAAAAAGH! the Cornac Berserker level 10
6th Mirth 122nd year of Ascendancy at 07:39 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By WAAAAAAGH! the Cornac Berserker level 20
35th Dusk 122nd year of Ascendancy at 20:13 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By WAAAAAAGH! the Cornac Berserker level 30
78th Regrowth 123rd year of Ascendancy at 06:49 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By WAAAAAAGH! the Cornac Berserker level 20
36th Dusk 122nd year of Ascendancy at 10:16 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By WAAAAAAGH! the Cornac Berserker level 26
78th Dusk 122nd year of Ascendancy at 16:30 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By WAAAAAAGH! the Cornac Berserker level 18
10th Dusk 122nd year of Ascendancy at 00:53 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By WAAAAAAGH! the Cornac Berserker level 26
78th Dusk 122nd year of Ascendancy at 22:18 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By WAAAAAAGH! the Cornac Berserker level 13
1st Flare 122nd year of Ascendancy at 14:34 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By WAAAAAAGH! the Cornac Berserker level 29
21st Regrowth 123rd year of Ascendancy at 12:24 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By WAAAAAAGH! the Cornac Berserker level 21
51st Dusk 122nd year of Ascendancy at 02:53 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By WAAAAAAGH! the Cornac Berserker level 29
8th Regrowth 123rd year of Ascendancy at 00:49 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By WAAAAAAGH! the Cornac Berserker level 23
73rd Dusk 122nd year of Ascendancy at 20:23 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By WAAAAAAGH! the Cornac Berserker level 17
8th Dusk 122nd year of Ascendancy at 15:56 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By WAAAAAAGH! the Cornac Berserker level 31
13rd Pyre 123rd year of Ascendancy at 21:49 see stats
Log
There is a way to the previous level here (press '' or right click to use).
Ran for 8 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Space around you starts to dissolve...
Resting starts...
You are yanked out of this place!
Rested for 42 turns (stop reason: dialog is displayed).
You gain 8.73 gold from the melting of augmenting cashmere wizard hat of madness (2 def, 0 armour).
You collect a new ingredient: lump of dwarven steel (1).
You gain 4.29 gold from the melting of scholar's pair of dwarven-steel boots of strife (0 def, 4 armour).
You gain 0.20 gold from the melting of pair of hardened leather boots (0 def, 3 armour).
You gain 6.97 gold from the melting of murderer's cashmere cloak of mindcraft (2 def, 0 armour).
You collect a new ingredient: lump of steel (1).
You gain 21.99 gold from the melting of Chillenvy (8 def, 15 armour).
You gain 4.92 gold from the melting of cashmere robe of alchemy (0 def, 0 armour).
You collect a new ingredient: stack of herbs (bilberry) (1).
You gain 17.70 gold from the melting of Shiverbright (9-10 power, 24 apr, nature damage).
You gain 14.99 gold from the melting of magewarrior's short yew vilestaff of the prodigy (20-24 power, 4 apr, darkness element).
You gain 12.45 gold from the melting of Gravitational Staff (30-36 power, 8 apr, physical element).
There is a Mark of the Spellblaze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.



















































































