








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Insane Adventure |
Sex | Male |
Race | Orc |
Class | Brawler |
Level / Exp | 38 / 7% |
Size | big |
Lifes / Deaths | Killed by naga myrmidon at level 16 on the 2nd Revenge 124th year of Ascendancy at 21:59 0 / 9Killed by Mayuminn the whitehoof maulotaur at level 22 on the 22nd Revenge 124th year of Ascendancy at 09:51 Killed by Voryrin the ritch centipede at level 24 on the 37th Revenge 124th year of Ascendancy at 02:02 Killed by minotaur (wild summon) at level 26 on the 40th Revenge 124th year of Ascendancy at 13:11 Killed by Silinn the ogre guard at level 35 on the 12nd Pain 124th year of Ascendancy at 01:23 Killed by Miro the shalore at level 36 on the 27th Pain 124th year of Ascendancy at 08:36 Killed by High Sun Paladin Aeryn at level 37 on the 6th Dearth 124th year of Ascendancy at 07:48 Killed by Mahro the shalore at level 37 on the 21st Dearth 124th year of Ascendancy at 21:03 Killed by Zuberinn the brown bear at level 38 on the 28th Dearth 124th year of Ascendancy at 06:28 |
Antimagic | Follower |
Primary Stats
Strength | 53 (base 29) |
Dexterity | 69 (base 60) |
Constitution | 47 (base 20) |
Magic | 9 (base 10) |
Willpower | 30 (base 14) |
Cunning | 63 (base 50) |
Resources
Life | -28/1329 |
Steam | 100/100 |
Stamina | 258/306 |
Equilibrium | 34 |
Healing Factor | 2.1123364354648 |
Regeneration | 17.426775592584 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 9 |
Infravision | 9 |
See Stealth | 57.141571790036 |
See Invisible | 77.141571790036 |
Offense: Barehand
Damage | 76 |
Accuracy | 59 |
Crit Chance | 29% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +4% |
Fire | +5% |
Nature | +8% |
Physical | +13% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Mind | +22% |
All | +7% |
Defense: Base
Armour (hardiness) | 38 (64.574340358689%) |
Defense | 66 |
Ranged Defense | 68 |
Fatigue | 12.171040168161 |
Physical Save | 42 |
Spell Save | 31 |
Mental Save | 37 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 36%( 70%) |
Physical | + 11%( 70%) |
Cold | + 44%( 70%) |
All | + 6%( 70%) |
Lightning | + 12%( 70%) |
Light | + 24%( 70%) |
Temporal | + 11%( 70%) |
Mind | + 17%( 70%) |
Fire | + 29%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 45% |
Disarm Resistance | 50% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 31% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 555 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 100 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% 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 Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Grappling | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 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 ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You 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'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 | ![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ On-Hit 8 lightning 9 fire Damage +4% lightning +5% fire +9% cold Accuracy +8 (+2 eff.) When Hit 4 nature defense ------ Armor +2 Fatigue +3% Resistance +7% lightning +7% fire +21% cold Physical save +7 (+2 eff.) Mind save +7 (+3 eff.) Disarm Resist +30% other ------- Talents +1 Sand Shredder Unarmed combat: Weapon Damage 116% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +11 lightning +9 fire On Hit: 10% Perfect Control level 3 On Hit: 10% Lightning Breath level 3 On Hit: 10% Fire Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +8 Dex +7 Cun offense ------ Critical power +5.00% Mindpower +10 (+4 eff.) Ignore resists +15% mind Accuracy +14 (+4 eff.) When Hit: * 19% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +5% Resistance +11% nature Spell save +7 (+3 eff.) Life +45.00 Healmod +20% other ------- Infravision +7 Sight +2 See Stealth +15 See Invis +15 A hat made of leather. Very stylish. |
Tool | ![]() 2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Con defense ------ Defense +25 (+6 eff.) Resistance +12% acid Mind save +6 (+3 eff.) Healmod +20% Disarm Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con offense ------ When Hit 0 physical defense ------ Armor +10 Hardiness +20% Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +12% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Light source | ![]() 1.0 Encumbrance T5 lite [Ego+] Nature/Master While equipped: defense ------ Life +62.00 Blind Resist +31% Confus Resist +25% other ------- Light +9 See Stealth +5 See Invis +25 Track: Puts all charms on 34 turn cooldown Effective talent level: 2.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Con defense ------ Armor +4 Defense +9 (+2 eff.) Resistance +6% temporal +19% light +12% blight +18% fire +12% mind Stealth +10 Healmod +10% Confus Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 71%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 71%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+7 eff.) Mind save -7 (-3 eff.) Life +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 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex offense ------ Mind Crit +6% Mindpower +20 (+7 eff.) Ignore resists +15% acid +25% fire defense ------ Resistance +9% acid other ------- EQ when Hit +0.16 Max psi +30.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +11% mind Confus Resist +30% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.79 cold and 13.26 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Wil defense ------ Armor +4 Resistance +5% arcane +21% cold +12% nature +12% darkness Mind save +12 (+5 eff.) Blind Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Damage +11% lightning defense ------ Armor +8 Resistance +22% lightning Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Rare] Psionic Weapon Damage 146% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +20 darkness Damage Against +16% Living On-Hit, radius 1 +8 cold While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% acid +20% nature +12% darkness Mind save +12 (+5 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +7 Wil offense ------ Mind Crit +3% Spellpower +30 (+20 eff.) Mindpower +6 (+2 eff.) Damage +9% arcane +9% blight Ignore resists +15% arcane defense ------ Resistance +21% lightning Spell save +16 (+8 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Range +7 Projectile Speed +200% While equipped: Stats +3 Con offense ------ Accuracy +25 (+6 eff.) defense ------ Defense +25 (+6 eff.) Resistance +9% cold Crit Resistance 10.00% Life +40.00 Life Regen +4.00 other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 112 life over 5 turns Puts all charms on 17 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +5% lightning +5% temporal Life Regen +0.80 Healmod +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +5 Str +2 Dex offense ------ Mindpower +8 (+3 eff.) Ignore resists +25% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Crit Resistance 15.00% Physical save +9 (+3 eff.) other ------- Light +2 Infravision +3 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+2 eff.) Resistance +15% cold Physical save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Str +3 Con defense ------ Defense +2 (+0 eff.) Physical save +16 (+5 eff.) Mind save +7 (+3 eff.) Unlife -50.00 life Life +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Master While equipped: offense ------ Damage +16% lightning +27% fire +15% light +9% acid defense ------ Armor +4 Defense +4 (+1 eff.) Resistance +24% lightning +40% fire +9% light +15% all Physical save +19 (+6 eff.) other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +5 (+5 eff.) Damage +7% acid +5% blight defense ------ Armor +4 Fatigue +3% Disease Resist +20% other ------- Spell cooldown 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.50 Max stamina +10.00 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 acid Damage +4% acid Accuracy +10 (+3 eff.) defense ------ Armor +2 Resistance +6% acid Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +8.0% Attack Speed 125% On-crit, radius 2 +5 acid On Hit: 10% Corrosive Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 124% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 101% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ On-Hit 5 nature Damage +5% nature +3% arcane defense ------ Armor +2 Fatigue +3% Resistance +6% nature Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +9 arcane On-crit, radius 2 +7 nature +7 arcane On Hit: 10% Venomous Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 90% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-4 eff.) Spellpower -10 (-9 eff.) Mindpower -10 (-5 eff.) defense ------ Defense -10 (-3 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +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. |
![]() 3.0 Encumbrance T3 head armor [Ego+] Nature While equipped: defense ------ Armor +4 Fatigue +4% Resistance +8% acid +11% fire +8% lightning +11% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun offense ------ Accuracy +7 (+2 eff.) When Hit: * 15% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +7 (+1 eff.) Fatigue +3% Resistance +13% mind Mind save +11 (+5 eff.) Confus Resist +28% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
![]() 9.0 Encumbrance T3 light armor [Rare] Master While equipped: offense ------ Damage +18% cold +6% fire Ignore resists +25% darkness When Hit 10 darkness 10 fire defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +23% lightning +6% fire other ------- Light +3 A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Disrupt/Master While equipped: offense ------ When Hit 0 physical defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Resistance +11% blight +6% physical +11% nature Physical save +11 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ When Hit 0 physical defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +6% physical Physical save +11 (+3 eff.) Mind save +12 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +2 Defense +3 (+0 eff.) Fatigue +6% Resistance +16% fire +10% light +11% darkness A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +2 Wil offense ------ Damage +12% darkness defense ------ Armor +9 Fatigue +8% Resistance +9% darkness Mind save +18 (+7 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical 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 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Damage +9% light defense ------ Resistance +7% darkness Affinity +5% light other ------- Light +6 Sun Flare: Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 39.66 light damage. At talent level 3 you gain 9% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +5 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 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +5 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. |
![]() 1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +10 (+3 eff.) Life +56.00 Healmod +12% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance 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 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 20 physical defense ------ Armor +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 113 physical damage Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +12% light +30% nature When Hit 10 darkness 10 nature Fire a magical bolt dealing 289 fire damage Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Duvandur the Orc Brawler level 7
19th Retaking 124th year of Ascendancy at 15:57 see stats
By Duvandur the Orc Brawler level 15
51st Retaking 124th year of Ascendancy at 01:31 see stats
By Duvandur the Orc Brawler level 32
2nd Pain 124th year of Ascendancy at 06:59 see stats
By Duvandur the Orc Brawler level 10
21st Retaking 124th year of Ascendancy at 23:28 see stats
By Duvandur the Orc Brawler level 20
14th Revenge 124th year of Ascendancy at 22:20 see stats
By Duvandur the Orc Brawler level 30
48th Revenge 124th year of Ascendancy at 03:14 see stats
By Duvandur the Orc Brawler level 35
12nd Pain 124th year of Ascendancy at 04:47 see stats
By Duvandur the Orc Brawler level 21
16th Revenge 124th year of Ascendancy at 16:25 see stats
By Duvandur the Orc Brawler level 35
11st Pain 124th year of Ascendancy at 23:59 see stats
By Duvandur the Orc Brawler level 17
5th Revenge 124th year of Ascendancy at 02:17 see stats
By Duvandur the Orc Brawler level 37
21st Dearth 124th year of Ascendancy at 21:03 see stats
Log
Duvandur's manaburn arcane area effect hits Stone troll for 0 arcane damage.
Duvandur's manaburn arcane area effect hits Zuberinn the brown bear for 0 arcane damage.
Zuberinn the brown bear activates his pair of hardened leather boots!
Zuberinn the brown bear performs a melee critical strike against Duvandur!
Duvandur roars with rage shaking off 1 mental debuffs!
Zuberinn the brown bear performs a melee critical strike against Duvandur!
Melee retaliation hits Zuberinn the brown bear for (1 to psi shield), 1 nature, (1 to psi shield), 1 nature (2 total damage).
Zuberinn the brown bear hits Duvandur for (22 flat reduction), 74 physical, (9 antimagic), 0 fire, (22 flat reduction), 6 physical, (22 flat reduction), 38 physical, (22 flat reduction), 6 physical (124 total damage).
Zuberinn the brown bear's Beyond the Flesh misses Duvandur.
Duvandur is no longer attuned.
Talent Combination Kick is ready to use.
Talent Blinding Speed is ready to use.
Talent Haymaker is ready to use.
Bleeding from Zuberinn the brown bear hits Duvandur for (22 flat reduction), 171 physical (171 total damage).
Deep Wound from Zuberinn the brown bear hits Duvandur for (22 flat reduction), 54 physical (54 total damage).
Xerayavea the giant acid ant envelops Duvandur with acid.
Xerayavea the giant acid ant misses Duvandur.
Duvandur's manaburn arcane area effect hits Duvandur for 0 arcane damage.
Duvandur's manaburn arcane area effect hits Zuberinn the brown bear for 0 arcane damage.
Duvandur's manaburn arcane area effect hits Stone troll for 0 arcane damage.
Duvandur's manaburn arcane area effect hits Xerayavea the giant acid ant for 0 arcane damage.
Zuberinn the brown bear uses Whirlwind.
Zuberinn the brown bear becomes a whirlwind of weapons!
Zuberinn the brown bear performs a melee critical strike against Duvandur!
Duvandur attunes to the damage.
Zuberinn the brown bear performs a melee critical strike against Duvandur!
Duvandur's Disengage is disrupted by his wounds!
Melee retaliation hits Zuberinn the brown bear for (1 to psi shield), 1 nature, (1 to psi shield), 1 nature (2 total damage).
Zuberinn the brown bear hits Duvandur for (22 flat reduction), 229 physical, (12 antimagic), 0 fire, (22 flat reduction), 6 physical, (22 flat reduction), 220 physical (455 total damage).
Duvandur the level 38 orc brawler was shattered to death by Zuberinn the brown bear on level 1 of Ruined Dungeon.