









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: 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 | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Berserker |
Level / Exp | 40 / 78% |
Size | medium |
Lifes / Deaths | Killed by sun-mage recruit at level 12 on the 30th Retaking 124th year of Ascendancy at 04:01 1 / 6Killed by Adyssra the sunwall guard at level 35 on the 15th Dearth 124th year of Ascendancy at 02:45 Killed by Adetha the astral conjurer at level 36 on the 16th Dearth 124th year of Ascendancy at 03:08 Killed by Bonk at level 36 on the 16th Dearth 124th year of Ascendancy at 05:07 Killed by armoured skeleton warrior at level 38 on the 18th Dearth 124th year of Ascendancy at 00:40 Killed by High Sun Paladin Aeryn at level 39 on the 19th Dearth 124th year of Ascendancy at 03:39 |
Primary Stats
Strength | 113 (base 60) |
Dexterity | 27 (base 12) |
Constitution | 91 (base 60) |
Magic | 19 (base 14) |
Willpower | 24 (base 10) |
Cunning | 45 (base 30) |
Resources
Life | 1415/1415 |
Stamina | 212/212 |
Steam | 100/100 |
Healing Factor | 2.0557453763918 |
Regeneration | 22.238122180812 |
Speed
Mental | +8.8817841970013E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 13 |
Infravision | 6 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 205 |
Accuracy | 38 |
Crit Chance | 50% |
APR | 57 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Physical | +13% |
Nature | +8% |
Arcane | +9% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +41% |
Arcane | +46% |
All | +26% |
Defense: Base
Armour (hardiness) | 58 (39%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 0 |
Physical Save | 59 |
Spell Save | 37 |
Mental Save | 23 |
Defense: Resistances
Acid | + 53%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 34%( 70%) |
All | + 22%( 70%) |
Lightning | + 34%( 70%) |
Physical | + 27%( 70%) |
Temporal | + 27%( 70%) |
Darkness | + 30%( 70%) |
Mind | + 39%( 70%) |
Fire | + 27%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 0% |
Bleed Resistance | 20% |
Confusion Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 457 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 224 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Berserker's strength | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Bloodthirst | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Two-handed assault | 1.50 |
| 3/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
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. | active |
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 need to have free the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all 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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'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. * 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 | ![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +12 Lck +5 Dex dps ---------- Phys.crit +4.0% Phys.pwr +6 (+2 eff.) Dmg.mod +9% acid +9% arcane Res.pen +20% arcane Apr +8 ----- def ----- Armour +5 Fatigue -6% Resists +3% acid Phys.save +10 (+3 eff.) Stealth +10 ---------- misc Max.enc +29 A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +13% all Apr +8 On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Resists +9% lightning +12% acid Phys.save +14 (+4 eff.) Spell.save +9 (+4 eff.) Heal.mod +24% ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 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 (-8 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 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. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +15 Str +6 Mag +7 Cun +8 Con dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +11 (+5 eff.) Mind.pwr +25 (+10 eff.) Res.pen +15% acid ----- def ----- Armour +14 ---------- misc Light +3 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. 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? |
On fingers | ![]() 0.1 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 | ![]() 1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +10.0% Mind.crit +7% ----- def ----- Armour +9 Create a temporary shield that absorbs 170 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy * applies a stacking poison dealing 27 damage per turn While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed assault +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. This item has been sent to the Item's Vault. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +7 Con ----- def ----- Armour +10 Hardiness +9% Fatigue +3% Resists +6% physical ---------- misc Talents +1 Sand Shredder 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 | ![]() 2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +12.00% Dmg.mod +12% acid Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Resists +18% acid +7% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +12.00% Acc +6 (+3 eff.) Apr +6 ----- def ----- Defense +2 (+2 eff.) Resists +7% acid +7% fire +6% lightning +5% cold Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Crit.mult +12.00% Dmg.mod +3% mind Acc +7 (+3 eff.) Apr +16 ----- def ----- Resists +22% mind +6% temporal Max.HP +20.00 HP.reg +4.00 Heal.mod +5% Cut- +20% Confus- +33% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 242 life over 5 turns. Its effects scale with your Dexterity 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 577 life over 5 turns. Its effects scale with your Strength 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 |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Dmg.mod +3% darkness Res.pen +10% darkness +20% fire ----- def ----- Armour +5 Defense +7 (+7 eff.) Resists +6% fire Res.Cap +5% all Phys.save +18 (+5 eff.) Heal.mod +26% Cut- +60% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 166 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +9 (+5 eff.) Phys.spd +10% Dmg.mod +3% mind +5% physical Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Resists +20% lightning +9% blight Mind.save +11 (+5 eff.) Confus- +15% Stun/Frz- +33% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +6 Mag +2 Wil +11 Cun dps ---------- Spell.crit +2% Spell.pwr +8 (+4 eff.) Dmg.mod +13% light Acc +5 (+2 eff.) Melee Ret 6 cold ----- def ----- Resists +26% light Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Master Power 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +59 fire While equipped: Stats +4 Dex +8 Wil +13 Con dps ---------- All.spd +7% Dmg.mod +6% arcane Res.pen +23% fire ----- def ----- Max.HP +28.00 ---------- misc Infravis +1 Massive two-handed battleaxes. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +14 Defense +2 (+2 eff.) Fatigue +12% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +20 (+5 eff.) Res.pen +15% physical Melee Ret 4 cold ----- def ----- Armour +18 Defense +3 (+3 eff.) Fatigue +12% Max.HP +48.00 HP.reg +5.00 Heal.mod +14% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Str +4 Con ----- def ----- Armour +14 Defense +3 (+3 eff.) Fatigue +7% Phys.save +5 (+2 eff.) Max.HP +32.00 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +11 Defense +3 (+3 eff.) Fatigue +12% Resists +5% acid +5% cold +10% darkness +11% blight ---------- misc Light +1 Breathe water A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego++] Arcane/Master While equipped: Stats +5 Str dps ---------- Melee+ 8 acid 12 fire Melee Ret 8 acid 8 fire ----- def ----- Armour +9 Fatigue +22% Resists +12% acid +12% fire +11% darkness +5% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego++] Master While equipped: Stats +10 Str +6 Con ----- def ----- Armour +13 Fatigue +22% Resists +18% darkness +9% physical Max.HP +50.00 ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +28 Fatigue +22% Resists +9% acid +8% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T1 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +7 (+7 eff.) Phys.save +11 (+3 eff.) Spell.save +11 (+5 eff.) Mind.save +11 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% light ----- def ----- Armour +3 Resists +14% fire +3% physical +6% cold Phys.save +6 (+2 eff.) Mind.save +3 (+1 eff.) HP.reg +4.00 A pair of boots made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light Res.pen +25% light Melee Ret 6 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +3 Fatigue +3% Resists +7% nature Spell.save +5 (+3 eff.) Max.HP +70.00 Heal.mod +13% A hat made of leather. Very stylish. |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+8 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+12 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +6 Cun +10 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +5% Mind.pwr +10 (+5 eff.) Res.pen +5% mind Acc +7 (+3 eff.) On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +4% Resists +15% fire ---------- misc Psi/ret +0.08 Max.psi +50.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 341.2 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+8 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+8 eff.) Phys.save +8 (+2 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. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 0.0 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. |
![]() 2.0 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. |
![]() 2.0 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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Resists +9% lightning Phys.save +8 (+2 eff.) Die.at -40.00 life Max.HP +100.00 Heal.mod +15% Blind- +20% Disarm- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 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. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% cold ----- def ----- Fatigue -6% Resists +12% lightning +1% physical +9% blight +6% cold +3% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 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. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Bonk the Orc Berserker level 12
25th Retaking 124th year of Ascendancy at 05:02 see stats
By Bonk the Orc Berserker level 13
32nd Retaking 124th year of Ascendancy at 21:35 see stats
By Bonk the Orc Berserker level 30
26th Pain 124th year of Ascendancy at 19:08 see stats
By Bonk the Orc Berserker level 10
22nd Retaking 124th year of Ascendancy at 03:43 see stats
By Bonk the Orc Berserker level 20
15th Revenge 124th year of Ascendancy at 02:27 see stats
By Bonk the Orc Berserker level 30
26th Pain 124th year of Ascendancy at 09:19 see stats
By Bonk the Orc Berserker level 40
19th Dearth 124th year of Ascendancy at 06:34 see stats
By Bonk the Orc Berserker level 24
19th Revenge 124th year of Ascendancy at 20:27 see stats
By Bonk the Orc Berserker level 16
2nd Revenge 124th year of Ascendancy at 05:41 see stats
By Bonk the Orc Berserker level 36
16th Dearth 124th year of Ascendancy at 05:02 see stats
By Bonk the Orc Berserker level 39
19th Dearth 124th year of Ascendancy at 06:34 see stats
By Bonk the Orc Berserker level 33
8th Dearth 124th year of Ascendancy at 04:27 see stats
By Bonk the Orc Berserker level 37
17th Dearth 124th year of Ascendancy at 09:33 see stats
By Bonk the Orc Berserker level 25
51st Revenge 124th year of Ascendancy at 19:49 see stats
Log
Rested for 32 turns (stop reason: dialog is displayed).
You gain 20.25 gold from the melting of piercing elven-wood wand of conjuration [power 295] (15 cooldown).
You gain 15.25 gold from the melting of overpowered yew wand of shielding [power 404] (26 cooldown).
You gain 0.15 gold from the melting of alchemist's lamp.
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.67 gold from the melting of stabilizing dwarven-steel helm of strength (+5) (0 def, 4 armour).
You gain 19.19 gold from the melting of Tulanarirab (0 def, 3 armour).
You gain 22.92 gold from the melting of Shockoblivion (2 def, 0 armour).
You collect a new ingredient: lump of dwarven steel (1).
You gain 25.00 gold from the melting of Unlightwish (0 def, 4 armour).
You collect a new ingredient: lump of stralite (1).
You gain 12.31 gold from the melting of Ivuwen the stralite shield (0 def, 20 armour, 183 block).
You collect a new ingredient: lump of stralite (1).
You gain 0.95 gold from the melting of barbed pouch of stralite shots (22/22, 54-64 power, 5 apr).
You gain 2.20 gold from the melting of barbed quiver of yew arrows of grasping (15/15, 43-60 power, 10 apr).
You collect a new ingredient: stack of herbs (burdock) (1).
You gain 25.00 gold from the melting of Shimmerglamour (13-14 power, 32 apr, nature damage).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.40 gold from the melting of manaburning dwarven-steel longsword of massacre (30-42 power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 21.79 gold from the melting of dwarven-steel greatsword 'Obsidiancast' (40-63 power, 2 apr).
You collect a new ingredient: lump of stralite (1).
You gain 1.95 gold from the melting of arcing stralite greatmaul of massacre (62-94 power, 3 apr).
You gain 7.14 gold from the melting of shimmering elven-wood magestaff of breaching (25-30 power, 5 apr, fire element).
You gain 13.60 gold from the melting of Staff of Destruction (20-24 power, 4 apr, fire element).
You gain 6.56 gold from the melting of sneakthief's stralite ring of pilfering.
You gain 1.96 gold from the melting of blink rune (range 5; phase 19; cd 19).
There is a Gates of Morning (Town) 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.