








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Items Vault 1.7.6Donators/Buyers bonus! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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. 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 | Female |
| Race | Orc |
| Class | Brawler |
| Level / Exp | 21 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by whitehoof ghoul at level 14 on the 52nd Retaking 124th year of Ascendancy at 11:18 0 / 6Killed by Outpost Leader John at level 15 on the 3rd Revenge 124th year of Ascendancy at 20:12 Killed by Salossra the sewer alligator at level 18 on the 15th Revenge 124th year of Ascendancy at 23:25 Killed by Salossra the sewer alligator at level 19 on the 30th Revenge 124th year of Ascendancy at 19:55 Killed by Salossra the sewer alligator at level 19 on the 30th Revenge 124th year of Ascendancy at 21:50 Killed by Zubobrenne the multi-hued drake hatchling at level 21 on the 34th Revenge 124th year of Ascendancy at 23:39 |
Primary Stats
| Strength | 30 (base 13) |
| Dexterity | 49 (base 46) |
| Constitution | 32 (base 10) |
| Magic | 22 (base 10) |
| Willpower | 29 (base 10) |
| Cunning | 58 (base 43) |
Resources
| Life | 764/764 |
| Stamina | 208/208 |
| Steam | 100/100 |
| Healing Factor | 1.4524420161895 |
| Regeneration | 9.0777626011841 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 35.84903874937 |
| See Invisible | 35.84903874937 |
Offense: Barehand
| Damage | 63 |
| Accuracy | 43 |
| Crit Chance | 17% |
| APR | 3 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +4% |
| Mind | +16% |
| All | 0% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 18 (35.65183292883%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 27 |
| Mental Save | 44 |
Defense: Resistances
| Cold | + 17%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 28%( 70%) |
| Blight | + 23%( 70%) |
| Mind | + 24%( 70%) |
| Fire | + 22%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Pinning Resistance | 48% |
| Bleed Resistance | 50% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 41% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 269 life over 5 turns. Its effects scale with your Constitution 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous 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 80 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. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Countering melee attacks: Has a 30% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
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 |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
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 Yetis | 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 |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 | pair of voratun boots 'Runudukalthogund' (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Nature/Psionic While equipped: Stats +2 Dex +4 Wil +6 Cun +2 Con offense ------ Critical power +15.00% Move Speed +10% defense ------ Armor +5 Physical save +20 (+6 eff.) Spell save +10 (+5 eff.) Mind save +9 (+3 eff.) Unlife -40.00 life Life +59.00 Life Regen +6.00 Healmod +17% other ------- Stamina/turn +0.60 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | temporal hardened leather gloves of the starseeker (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +2 Cun +2 Mag offense ------ On-Hit 10 temporal On-Ranged-Hit 10 temporal Damage +4% temporal defense ------ Armor +2 Resistance +8% temporal +7% light +7% darkness other ------- Infravision +1 Talents +1 Sand Shredder 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%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-crit, radius 2 +14 light +12 darkness On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 48.05 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Yeti Mind Controller (0 def, 3 armour)2.0 Encumbrance T1 head armor [Unique] Steamtech While equipped: offense ------ Mind Crit +9% Mindpower +9 (+3 eff.) defense ------ Armor +3 Fatigue +3% Mind save +10 (+3 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
| Tool | Olysus [power 21] (13 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +1 Con defense ------ Physical save +15 (+5 eff.) Unlife -40.00 life Harden the skin for 7 turns increasing armour by 21 and armour hardiness by 40% Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Gluna the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +11 Mag +6 Wil +6 Cun +6 Con offense ------ Physical Power +10 (+4 eff.) Spellpower +27 (+11 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 defense ------ Resistance +12% blight +3% mind Rings make your fingers look great! |
| On fingers | savior's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +7 (+3 eff.) Mind save +6 (+2 eff.) Life +20.00 Disarm Resist +20% Pinning Resist +23% Knockbk Resist +20% Rings make your fingers look great! |
| Around neck | stabilizing steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% temporal Healmod +11% Cut Resist +50% Pinning Resist +25% Knockbk Resist +21% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 238 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| Main armor | mindwoven woollen robe of the mind (+10%) (0 def, 8 armour) 2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +10% mind When Hit 20 physical defense ------ Armor +8 Fatigue +1% Resistance +10% mind +9% all Mind save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | scorching brass lantern of focus2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind When Hit 11 fire defense ------ Resistance +6% fire 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. |
| Cloak | cashmere cloak 'Islaldassra' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +5 Wil +3 Con offense ------ Mind Crit +3% Critical power +5.00% Mindpower +10 (+3 eff.) defense ------ Defense +2 (+1 eff.) Life +89.00 other ------- Max hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | insulating rough leather belt1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +5% fire +5% cold A belt that goes around your waist. |
Inventory
medical injector implant of the sneak (efficiency 127% / cooldown 98%)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 127% efficiency and cooldown mod of 98%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the sneak (speed 634%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 634% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 28%; mental; dur 4; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 |
schematic: Explosive Shell0.1 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. |
schematic: Magnetic Shell0.1 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. |
2 schematic: Steamgun0.1 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. |
schematic: Thunderclap Coating0.1 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. |
Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+3 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
rogue's copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +10% fire defense ------ Defense +6 (+3 eff.) Resistance +20% fire Rings make your fingers look great! |
steel ring of frost (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% cold defense ------ Resistance +20% cold Rings make your fingers look great! |
Spellcrusher (139% power, 4 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Nature/Disrupt Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +4.0% Attack Speed 100% On-hit +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con offense ------ Damage +25% nature defense ------ Spell save +15 (+7 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
dwarven-steel greatsword of massacre (154% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Master Weapon Damage 154% 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% Massive two-handed swords. |
gifted thorny mindstar of clarity (91% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 92% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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: offense ------ Mind Crit +3% Mindpower +8 (+3 eff.) defense ------ Mind save +4 (+1 eff.) other ------- Max psi +25.00 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. |
acidic dwarven-steel steamsaw of cold resistance (+21%) (124% power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Weapon Damage 124% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +52 On Critical: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +21% cold other ------- 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! |
Manugoblek the Blazequencher4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-crit, radius 2 +56 acid +27 nature While equipped: Stats +15 Str +24 Dex +28 Mag +17 Wil +14 Cun +17 Con offense ------ Ignore resists +32% acid +14% physical +29% nature Ignore Armor +18 When Hit 2 fire other ------- Infravision +1 Longbows are used to shoot arrows at your foes. |
elven-wood longbow of enduring4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +12 Con +17 Wil defense ------ Life +41.00 Longbows are used to shoot arrows at your foes. |
Talosis' Counterpoint4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+2 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
enhanced steel steamgun of enduring4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot [Ego++] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +4 Str +5 Dex +4 Mag +12 Wil +5 Cun +12 Con defense ------ Life +23.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed quiver of yew arrows of accuracy (16/16, 154% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego+] Master Weapon Damage 154% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +17 Ignore Armor +10 Critical Rate +13.0% Capacity 16 On Critical: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
acidic pouch of dwarven-steel shots of daylight (18/18, 139% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Arcane Weapon Damage 139% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +13 light Damage Against +10% Undead On Critical: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of paradox (17/17, 160% power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Arcane/Master Weapon Damage 160% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +13.5% Capacity 17 On-ranged-hit +7 temporal On Hit: * 7% chance to gain 10% of a turn (3/turn limit) On Critical: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Poluriarin (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +3% Spellpower +4 (+2 eff.) Damage +7% arcane +11% temporal defense ------ Resistance +3% darkness +6% temporal +12% mind +9% all Physical save +3 (+1 eff.) Disease Resist +20% Silence Resist +10% other ------- Max mana +45.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour) =+6 Mag=2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+7 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Lightningraptor (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: offense ------ Damage +6% acid Ignore resists +25% acid When Hit 10 lightning defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +24% acid +9% cold A suit of armour made of leather. |
hardened leather armour of the deep (9 def, 8 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +9 (+4 eff.) Fatigue +8% Resistance +7% acid +6% cold other ------- Breathe water A suit of armour made of leather. |
prismatic dwarven-steel mail armour of stability (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +6% physical +10% light +11% darkness Physical save +10 (+3 eff.) A suit of armour made of mail. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+3 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 66.47 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Dusklore (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +7 Str +9 Con offense ------ Damage +6% acid +8% physical When Hit 8 acid On-Hit (Melee): * 10% chance to reduce armor by 29% * 20% chance to reduce damage dealt by 22% defense ------ Armor +5 Fatigue -8% Resistance +3% acid Physical save +9 (+3 eff.) other ------- Encumbrance +28 Size +1 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 25/25. Range 7 Cooldown: 27 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. |
traveler's pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue -3% Physical save +6 (+2 eff.) other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 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. |
citrine0.0 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. |
2 aquamarine0.0 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. |
2 opal0.0 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2026 Little Gems0.0 Encumbrance T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2026/2026 A set of 2026 tiny explosive spheres. |
Tower Detonator0.0 Encumbrance bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor0.0 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 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
miner's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
quick steel torque of psionic shield [power 35] (16 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 35 for 5 turns Puts all charms on 16 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Aeryvea the Orc Brawler level 13
44th Retaking 124th year of Ascendancy at 21:02 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Aeryvea the Orc Brawler level 15
3rd Revenge 124th year of Ascendancy at 23:32 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Aeryvea the Orc Brawler level 10
38th Retaking 124th year of Ascendancy at 12:56 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Aeryvea the Orc Brawler level 20
32nd Revenge 124th year of Ascendancy at 22:39 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Aeryvea the Orc Brawler level 14
52nd Retaking 124th year of Ascendancy at 11:10 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Aeryvea the Orc Brawler level 18
14th Revenge 124th year of Ascendancy at 15:12 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Aeryvea the Orc Brawler level 21
34th Revenge 124th year of Ascendancy at 23:39 see stats
Log
Aeryvea feels pain again.
Talent Trained Reactions is ready to use.
You pickup 0.85 gold pieces.
Talent Spinning Backhand is ready to use.
Talent Haymaker is ready to use.
Aeryvea picks up (x.): Lightningraptor (9 def, 6 armour).
Resting starts...
Talent Set Up is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Striking Stance is ready to use.
Talent Evasion is ready to use.
Today is the 35th Revenge of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Infusion: Wild is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Exploit Weakness is ready to use.
Talent Orcish Fury is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).




















































































































