











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.0Donators/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. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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 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: Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Bulwark |
| Level / Exp | 35 / 66% |
| Size | big |
| Lifes / Deaths | Killed by sun-mage at level 13 on the 1st Revenge 124th year of Ascendancy at 21:53 0 / 8Killed by Lisabrevea the steam giant guard at level 21 on the 51st Revenge 124th year of Ascendancy at 22:36 Killed by Lisabrevea the steam giant guard at level 21 on the 52nd Revenge 124th year of Ascendancy at 02:38 Killed by Andonurl the human at level 21 on the 10th Pain 124th year of Ascendancy at 04:38 Killed by orc necromancer at level 27 on the 12nd Dearth 124th year of Ascendancy at 07:54 Killed by High Sun Paladin Aeryn at level 35 on the 34th Loss 124th year of Ascendancy at 08:36 Killed by High Sun Paladin Aeryn at level 35 on the 34th Loss 124th year of Ascendancy at 10:00 Killed by High Sun Paladin Aeryn at level 35 on the 34th Loss 124th year of Ascendancy at 13:33 |
Primary Stats
| Strength | 73 (base 58) |
| Dexterity | 52 (base 35) |
| Constitution | 60 (base 49) |
| Magic | 9 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 26 (base 12) |
Resources
| Life | -1/1384 |
| Steam | 100/100 |
| Stamina | 24/217 |
| Vim | 216/236 |
| Healing Factor | 1.4400507772247 |
| Regeneration | 23.086464073398 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 14 |
| See Stealth | 37 |
| See Invisible | 44 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 45 |
| Crit Chance | 25% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Physical | +18% |
| Nature | +11% |
| Arcane | +6% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +27% |
| Physical | +18% |
| Arcane | +17% |
| Mind | +22% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 60.316198907482 (100%) |
| Defense | 42 |
| Ranged Defense | 45 |
| Fatigue | 33 |
| Physical Save | 55 |
| Spell Save | 41 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 34%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 54%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 34%( 70%) |
| Temporal | + 26%( 70%) |
| Lightning | + 20%( 70%) |
| Mind | + 14%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Bleed Resistance | 10% |
| Confusion Resistance | 0% |
| Knockback Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 43% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.52 |
| 3/5 |
| 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 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Corruption / Curses | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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 | wanderer's pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +4 Str +2 Cun +4 Con ----- def ----- Armour +3 Phys.save +14 (+4 eff.) Mind.save +12 (+6 eff.) Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | Ashnight the quiver of yew arrows (23/23, 32-44 power, 16 apr)3.0 T3 arrow ammo [Rare] Arcane Power 31.5 - 44.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +2.0% Capacity 23 Proj.spd +200% Ranged+ +12 fire On Hit.r1 +29 fire On Crit.r2 +20 mind While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
| Light source | 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. |
| On head | Relgirain the dwarven-steel helm (20 def, 8 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +8 Dex +3 Cun +3 Con ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +4% Resists +1% physical Mind.save +6 (+3 eff.) Blind- +10% Cut- +10% ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Snow Giant Wraps (0 def, 2 armour) 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 173.57 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | dwarven-steel torque of mindblast [power 230] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 258 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +2 Dex dps ---------- Phys.pwr +25 (+6 eff.) Dmg.mod +11% nature Acc +9 (+3 eff.) Apr +9 On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +2 Defense +8 (+3 eff.) Resists +22% nature +3% mind Phys.save +9 (+3 eff.) Max.HP +48.00 HP.reg +6.00 Heal.mod +11% Cannot be unequipped or rerolled until level 36. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Toradunagar0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% mind Res.pen +15% mind Melee Ret 8 mind ----- def ----- Resists +6% acid Blind- +33% ---------- misc Hate/m.crit +1.00 Max.psi +10.00 Infravis +6 See.Stealth +17 See.Invis +24 Rings make your fingers look great! |
| Around neck | insulating stralite amulet of mastery (0.22 Technique / Combat training)0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +18% fire +23% cold ---------- misc Masteries +0.22 Technique/Combat training Amulets make your neck look great! |
| In main hand | Acera (33-46 power, 4 apr) 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid On Hit: * splashes acid on your target dealing 31 damage and reducing their armor While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 15 acid damage in a 4 radius ball. This damage will increase by 8% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
| Around waist | Emeluth1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +5.00% Phys.pwr +8 (+2 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +6% arcane +18% physical Res.pen +10% arcane +11% physical ----- def ----- Phys.save +9 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.hate +2.00 Size +1 A belt that goes around your waist. |
| In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | cashmere cloak 'Zugorn' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +6 Dex +3 Con ----- def ----- Defense +2 (+1 eff.) Resists +15% nature +15% cold Crit.chn- 15.00% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | searing iron plate armour of temporal resistance (0 def, 23 armour) 17.0 T1 massive armor Reqs Massive armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 9 acid 8 fire Melee Ret 9 acid 8 fire 40 physical ----- def ----- Armour +23 Fatigue +23% Resists +11% acid +13% fire +17% temporal A suit of armour made of metal plates. |
Inventory
blink rune (range 5; phase 20; cd 20)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Hatholin0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +15% mind ----- def ----- Armour +6 Resists +15% mind Mind.save +15 (+7 eff.) Die.at -40.00 life HP.reg +4.00 Disease- +20% ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
Aluromirim the Nimbuskiss (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Str +2 Con dps ---------- Spell.crit +4% Spell.pwr +25 (+18 eff.) Dmg.mod +15% lightning +12% physical +25% darkness Res.pen +10% darkness Apr +3 ----- def ----- Phys.save +18 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Starcaller (25-30 power, 4 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 25.0 - 30.0 Darkness Uses 120% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+13 eff.) Dmg.mod +5% darkness +25% physical ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
cruel elven-wood starstaff of breaching (25-30 power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +14.00% Spell.pwr +12 (+11 eff.) Dmg.mod +25% physical Res.pen +12% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's stralite longsword (33-46 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Arcane Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 4 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +16% Sharp, long, and deadly. |
Tarrytoldir the Hellsgrit (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 16.0 - 20.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 fire On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +10 (+2 eff.) Melee Ret 2 lightning ----- def ----- Resists +20% blight +3% fire Sharp, short and deadly. |
Eryrand the Demonbait (30-46 power, 0 apr)3.0 T4 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Melee+ +16 darkness On Hit.r1 +20 darkness Uses 1.0 Steam When used to Attack: Melee+ +14 darkness +13 light On Hit.r1 +16 acid On Crit.r2 +16 darkness On Hit: * 20% chance to reduce damage dealt by 14% While equipped: Stats +7 Cun +7 Mag dps ---------- Dmg.mod +14% light +14% darkness +9% arcane Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +16% light +16% darkness ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
shimmering silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +22% arcane ----- def ----- Resists +14% blight +13% all Max.HP +64.00 HP.reg +2.30 Heal.mod +14% ---------- misc Max.mana +79.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fleetfooted pair of dwarven-steel boots (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Dex ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's drakeskin leather gloves of dexterity (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +3 Mag +3 Wil dps ---------- Melee+ 5 acid 5 fire 3 cold 5 lightning Acc +10 (+4 eff.) ----- def ----- Armour +3 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. |
aegis cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Shield.pwr +5% HP.reg +1.50 A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-9 eff.) Mind.pwr -10 (-6 eff.) ----- def ----- Defense -10 (-4 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. |
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. |
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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 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 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. |
4 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
miner's dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Chukath the Orc Bulwark level 14
2nd Revenge 124th year of Ascendancy at 20:27 see stats
Exterminator
Killed 1000 creatures.By Chukath the Orc Bulwark level 20
51st Revenge 124th year of Ascendancy at 14:48 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Chukath the Orc Bulwark level 19
43rd Revenge 124th year of Ascendancy at 00:11 see stats
Level 10
Got a character to level 10.By Chukath the Orc Bulwark level 10
29th Retaking 124th year of Ascendancy at 20:58 see stats
Level 20
Got a character to level 20.By Chukath the Orc Bulwark level 20
43rd Revenge 124th year of Ascendancy at 00:25 see stats
Level 30
Got a character to level 30.By Chukath the Orc Bulwark level 30
15th Loss 124th year of Ascendancy at 17:43 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Chukath the Orc Bulwark level 31
17th Loss 124th year of Ascendancy at 05:52 see stats
Size matters
Did over 600 damage in one attack.By Chukath the Orc Bulwark level 33
30th Loss 124th year of Ascendancy at 04:30 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Chukath the Orc Bulwark level 23
19th Pain 124th year of Ascendancy at 22:32 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Chukath the Orc Bulwark level 27
27th Pain 124th year of Ascendancy at 07:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Chukath the Orc Bulwark level 22
19th Pain 124th year of Ascendancy at 00:59 see stats
Log
Infusion: Regeneration is still on cooldown for 5 turns.
Infusion: Regeneration is still on cooldown for 4 turns.
Infusion: Regeneration is still on cooldown for 3 turns.
Talent Repulsion is ready to use.
High Sun Paladin Aeryn's morale has been lowered.
Rested for 6 turns (stop reason: hostile spotted to the north (High Sun Paladin Aeryn)).
Chukath uses Shattering Shout.
Chukath hits High Sun Paladin Aeryn for (156 absorbed), (156 absorbed), 0 physical (0 total damage).
High Sun Paladin Aeryn casts Searing Light.
High Sun Paladin Aeryn hits Chukath for 94 light damage.
Talent Hold the Ground is ready to use.
High Sun Paladin Aeryn's light area effect hits Chukath for 47 light damage.
Rush is still on cooldown for 5 turns.
High Sun Paladin Aeryn casts Lucent Wrath.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
High Sun Paladin Aeryn's light area effect hits Chukath for 47 light damage.
Talent Giant Leap is ready to use.
High Sun Paladin Aeryn's light area effect hits Chukath for 47 light damage.
Chukath uses Giant Leap.
High Sun Paladin Aeryn notices you at the last moment!
High Sun Paladin Aeryn deactivates Retribution.
High Sun Paladin Aeryn unleashes the stored damage in retribution!
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn shrugs off the effect 'Corrode'!
High Sun Paladin Aeryn is corroded.
































































































