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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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.
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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! |
Campaign | Orcs |
Mode | Nightmare Exploration |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 25 / 86% |
Size | big |
Lifes / Deaths | Killed by Commander Fralor at level 3 on the 11st Retaking 124th year of Ascendancy at 17:34 / 45Killed by Commander Fralor at level 3 on the 11st Retaking 124th year of Ascendancy at 18:01 Killed by Gunsnake at level 10 on the 20th Retaking 124th year of Ascendancy at 17:20 Killed by Gunsnake at level 10 on the 20th Retaking 124th year of Ascendancy at 19:48 Killed by Gunsnake at level 10 on the 20th Retaking 124th year of Ascendancy at 20:19 Killed by sun-mage at level 14 on the 34th Retaking 124th year of Ascendancy at 21:38 Killed by Outpost Leader John at level 15 on the 36th Retaking 124th year of Ascendancy at 01:02 Killed by sun-mage at level 15 on the 36th Retaking 124th year of Ascendancy at 03:30 Killed by Zubutira the minotaur at level 19 on the 14th Revenge 124th year of Ascendancy at 11:21 Killed by Zubutira the minotaur at level 19 on the 14th Revenge 124th year of Ascendancy at 12:43 Killed by Zubutira the minotaur at level 19 on the 14th Revenge 124th year of Ascendancy at 13:44 Killed by Sileldama the whitehoof ghoul at level 19 on the 14th Revenge 124th year of Ascendancy at 15:07 Killed by whitehoof maulotaur at level 20 on the 14th Revenge 124th year of Ascendancy at 19:27 Killed by Glorelrana the golem at level 20 on the 15th Revenge 124th year of Ascendancy at 07:20 Killed by Betyrin the minotaur mindscrew at level 20 on the 15th Revenge 124th year of Ascendancy at 10:41 Killed by Salorewe the whitehoof ghoul at level 20 on the 15th Revenge 124th year of Ascendancy at 14:20 Killed by Salorewe the whitehoof ghoul at level 20 on the 15th Revenge 124th year of Ascendancy at 14:55 Killed by Vorubeth the golem at level 20 on the 16th Revenge 124th year of Ascendancy at 00:32 Killed by Vorubeth the golem at level 20 on the 16th Revenge 124th year of Ascendancy at 02:04 Killed by Belydawen the golem at level 21 on the 17th Revenge 124th year of Ascendancy at 04:58 Killed by Belydawen the golem at level 21 on the 17th Revenge 124th year of Ascendancy at 06:23 Killed by Belydawen the golem at level 21 on the 17th Revenge 124th year of Ascendancy at 07:50 Killed by Belydawen the golem at level 21 on the 17th Revenge 124th year of Ascendancy at 09:20 Killed by Xerusera the broken golem at level 21 on the 17th Revenge 124th year of Ascendancy at 16:43 Killed by Xerusera the broken golem at level 21 on the 17th Revenge 124th year of Ascendancy at 17:36 Killed by Xerusera the broken golem at level 21 on the 17th Revenge 124th year of Ascendancy at 19:07 Killed by Glina the minotaur at level 21 on the 18th Revenge 124th year of Ascendancy at 02:12 Killed by Velutha the minotaur at level 21 on the 18th Revenge 124th year of Ascendancy at 03:37 Killed by Betaldann the golem at level 21 on the 18th Revenge 124th year of Ascendancy at 05:31 Killed by Betaldann the golem at level 21 on the 18th Revenge 124th year of Ascendancy at 06:15 Killed by Velutha the minotaur at level 21 on the 18th Revenge 124th year of Ascendancy at 06:52 Killed by Islonn the golem at level 22 on the 18th Revenge 124th year of Ascendancy at 11:37 Killed by Islonn the golem at level 22 on the 18th Revenge 124th year of Ascendancy at 13:18 Killed by Xeritha the minotaur at level 22 on the 18th Revenge 124th year of Ascendancy at 20:58 Killed by Xeritha the minotaur at level 22 on the 18th Revenge 124th year of Ascendancy at 22:20 Killed by The Glass Golem at level 22 on the 19th Revenge 124th year of Ascendancy at 02:56 Killed by The Glass Golem at level 22 on the 19th Revenge 124th year of Ascendancy at 03:34 Killed by The Glass Golem at level 22 on the 19th Revenge 124th year of Ascendancy at 05:15 Killed by The Glass Golem at level 22 on the 19th Revenge 124th year of Ascendancy at 07:59 Killed by The Glass Golem at level 22 on the 19th Revenge 124th year of Ascendancy at 08:45 Killed by The Glass Golem at level 22 on the 19th Revenge 124th year of Ascendancy at 10:48 Killed by The Glass Golem at level 22 on the 19th Revenge 124th year of Ascendancy at 12:03 Killed by umbral horror at level 23 on the 22nd Revenge 124th year of Ascendancy at 04:39 Killed by worm that walks at level 25 on the 32nd Revenge 124th year of Ascendancy at 15:24 Killed by Noon the human at level 25 on the 49th Revenge 124th year of Ascendancy at 00:24 |
Primary Stats
Strength | 26 (base 13) |
Dexterity | 52 (base 39) |
Constitution | 38 (base 30) |
Magic | 13 (base 10) |
Willpower | 30 (base 10) |
Cunning | 57 (base 42) |
Resources
Life | 626/626 |
Steam | 106/106 |
Healing Factor | 1.2102122670883 |
Regeneration | 5.1434021351253 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 50 |
Accuracy | 57 |
Crit Chance | 24% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 50 |
Accuracy | 57 |
Crit Chance | 24% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Temporal | +6% |
Blight | +6% |
Physical | +17% |
All | 0% |
Offense: Damage Penetration
Acid | +32% |
Temporal | +27% |
All | +7% |
Defense: Base
Armour (hardiness) | 50 (68.292302510663%) |
Defense | 51 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 15 |
Mental Save | 28 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 14%( 70%) |
Mind | + 18%( 70%) |
All | + 4%( 70%) |
Lightning | + 16%( 70%) |
Light | + 18%( 70%) |
Temporal | + 10%( 70%) |
Physical | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 36 steam. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chant of Fortress |
talent | Automated Cloak Tessellation |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | 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 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. | 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. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
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 | ![]() 2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue -6% Physical save +8 (+3 eff.) other ------- Encumbrance +31 Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T4 shot ammo [Ego+] Arcane Weapon Damage 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 23 On Hit: 20% Curse of Impotence 4 While equipped: other ------- Talents +2 Antimagic Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 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. |
On head | ![]() 3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +14 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +10% arcane +15% light +15% mind Mind save +6 (+3 eff.) Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +2 Dex +4 Mag offense ------ Physical Power +25 (+8 eff.) On-Hit 7 blight Damage +6% blight +12% physical defense ------ Armor +13 Resistance +9% blight other ------- Stamina/turn +2.00 Talents +1 Sand Shredder 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. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Dex offense ------ Damage +15% darkness +6% temporal Ignore resists +25% acid +20% temporal Accuracy +10 (+3 eff.) When Hit 8 darkness 4 temporal defense ------ Resistance +6% acid +6% temporal Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +5 Str +9 Wil offense ------ Damage +5% physical defense ------ Armor +6 Resistance +5% physical Physical save +13 (+5 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 T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +16 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() 4.0 Encumbrance T4 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +28 Critical Rate +8.0% Attack Speed 100% Damage Multiplier 120% Range +7 Projectile Speed +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | ![]() 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +8.0% Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +3 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. |
Cloak | ![]() 2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +4 Dex offense ------ Steam Crit +10% Steampower +10 (+3 eff.) defense ------ Defense +9 (+3 eff.) Resistance +12% lightning Stun Resist +20% other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +6 Str +4 Con offense ------ When Hit 10 physical defense ------ Armor +11 Defense +5 (+1 eff.) Ranged Defense +8 (+3 eff.) Fatigue +11% 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... |
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 136% efficiency and cooldown mod of 100%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Arcane While equipped: Stats +6 Mag offense ------ Damage +30% fire Ignore resists +25% mind +10% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 17% * 20% chance to reduce all saves and defense by 21 defense ------ Resistance +9% darkness Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Arcane While equipped: Stats +4 Str +4 Mag offense ------ Physical Power +30 (+10 eff.) Damage +9% mind Accuracy +10 (+3 eff.) defense ------ Defense +10 (+3 eff.) Physical save +9 (+3 eff.) other ------- Max stamina +30.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ Critical power +10.00% Spellpower +6 (+6 eff.) Damage +6% blight +6% fire defense ------ Resistance +11% lightning Stun Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.12 Steamtech/Engineering Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +4 Dex +5 Wil offense ------ On-Hit 7 light 7 darkness Damage +6% light +7% darkness When Hit: * 6% chance to reduce damage dealt by 17% * 7% chance to blind Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+6 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Silence Resist +21% other ------- Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +6 (+6 eff.) Accuracy +9 (+3 eff.) Ignore Armor +7 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +7 (+3 eff.) Confus Resist +28% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con offense ------ Accuracy +9 (+3 eff.) Ignore Armor +9 defense ------ Defense +7 (+2 eff.) Physical save +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 4.0 Encumbrance T4 sling 1H weapon [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +17 fire On-Hit, radius 1 +16 light While equipped: Stats +4 Cun +1 Str offense ------ Physical Crit +2.0% Damage +14% fire Ignore resists +20% physical Accuracy +25 (+7 eff.) defense ------ Armor +6 other ------- Reload +1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Ego++] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: offense ------ Physical Crit +5.0% Ignore resists +10% physical Accuracy +8 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T4 sling 1H weapon [Ego+] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +8 cold While equipped: Stats +3 Mag offense ------ Damage +8% physical +7% temporal +12% cold Ignore resists +6% temporal +8% physical other ------- Reload +2 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +7 lightning On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Physical Crit +1.0% Damage +9% lightning Accuracy +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Random Unique] Nature/Psionic/Steamtech Weapon Damage 15.0 - 22.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 On-crit, radius 2 +8 mind On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil offense ------ On-Hit 5 acid When Hit 5 acid defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Life +45.00 other ------- Light +3 Talents +1 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! |
![]() 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +0% lightning +15% cold Physical save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 2.0 Encumbrance T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Psionic While equipped: Stats +1 Cun offense ------ Critical power +11.00% When Hit 0 physical defense ------ Resistance +7% all other ------- Hate-on-crit +2.00 Psi-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 9 lightning Damage +3% lightning +12% mind Ignore resists +25% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 defense ------ Armor +2 Resistance +7% lightning +3% light +6% mind 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +3 Mag +3 Wil offense ------ On-Hit 5 acid 6 fire 4 cold 4 lightning Accuracy +12 (+4 eff.) defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) When Hit: * 15 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +11 (+8 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Wil offense ------ Damage +18% fire +15% cold Ignore resists +15% cold +25% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +2 (+0 eff.) Resistance +9% temporal Physical save +8 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Unique] Steamtech While equipped: Stats +0 Cun offense ------ Mind Crit +9% Mindpower +9 (+5 eff.) defense ------ Armor +3 Fatigue +3% Mind save +10 (+5 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. |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature While equipped: Stats +0 Cun defense ------ Armor +3 Fatigue +3% Resistance +5% lightning +10% temporal +8% cold other ------- Breathe water A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 9.0 Encumbrance T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +4 Mag offense ------ When Hit 0 physical defense ------ Armor +8 Defense +12 (+4 eff.) Fatigue +7% Resistance +16% acid Crit Resistance 5.00% Mind save +10 (+5 eff.) Life +28.00 Life Regen +2.00 Healmod +11% other ------- Light +2 A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex offense ------ When Hit 0 physical defense ------ Armor +8 Defense +5 (+1 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 3.5 Power cost 20 out of 30/30. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 27.03 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 9.0 Encumbrance T4 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Ignore resists +25% arcane defense ------ Armor +8 Defense +12 (+4 eff.) Fatigue +8% Resistance +19% lightning +7% cold +8% acid Mind save +22 (+11 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Breathe water A suit of armour made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+5 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+5 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+6 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+6 eff.) Mind save +8 (+4 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: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats +4 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 135] simple healing salve [power 135]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 135 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 3.0 Encumbrance T3 shot ammo [Unique] Nature/Psionic Weapon Damage 17.0 - 20.4 Mind Uses 60% Cun, 60% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. While equipped: A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 23.5 - 28.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 17 On-ranged-hit +6 light Damage Against +5% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T1 shot ammo [Ego+] Master Weapon Damage 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +10.0% Capacity 17 On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Master Weapon Damage 28.5 - 34.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +2 Critical Rate +4.5% Capacity 20 While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Normal] Weapon Damage 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 24 While equipped: Shots are used with slings to pummel your foes to death. |
![]() 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. |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +1 Mag +5 Wil +4 Con offense ------ Damage +9% mind other ------- Light +3 Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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 ------ Ignore resists +25% light +25% lightning When Hit 8 arcane defense ------ Resistance +6% lightning +5% arcane +6% light other ------- Light +3 Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 19% for 2 turns. 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 T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% 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: 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. |
Achievements
By OyeaMaka! the Orc Gunslinger level 11
25th Retaking 124th year of Ascendancy at 05:52 see stats
By OyeaMaka! the Orc Gunslinger level 15
36th Retaking 124th year of Ascendancy at 01:42 see stats
By OyeaMaka! the Orc Gunslinger level 10
20th Retaking 124th year of Ascendancy at 13:41 see stats
By OyeaMaka! the Orc Gunslinger level 20
14th Revenge 124th year of Ascendancy at 16:30 see stats
By OyeaMaka! the Orc Gunslinger level 18
13rd Revenge 124th year of Ascendancy at 12:48 see stats
By OyeaMaka! the Orc Gunslinger level 19
14th Revenge 124th year of Ascendancy at 11:13 see stats
Log
OyeaMaka! wears (replacing Scattermind (20/20, 17-20 power, 7 apr) ): pouch of stralite shots of corruption (15/23, 42-51 power, 5 apr).
You detach good antimagic shell from your Scattermind (20/20, 17-20 power, 7 apr).
You attach good antimagic shell to your pouch of stralite shots of corruption (15/23, 42-51 power, 5 apr) .
You collect a new ingredient: lump of dwarven steel (1).
You gain 6.30 gold from the melting of windwalling dwarven-steel shield of patience (0 def, 6 armour, 78 block).
You collect a new ingredient: lump of dwarven steel (1).
You gain 0.90 gold from the melting of warded dwarven-steel shield (0 def, 6 armour, 72 block).
You collect a new ingredient: lump of stralite (1).
You gain 3.00 gold from the melting of exposing stralite shield of cold resistance (+21%) (0 def, 8 armour, 145 block).
You gain 4.13 gold from the melting of searing reinforced leather armour of lightning resistance (12 def, 7 armour).
You collect a new ingredient: lump of stralite (1).
You gain 4.09 gold from the melting of radiant stralite mail armour (4 def, 8 armour).
You collect a new ingredient: lump of voratun (1).
You gain 5.64 gold from the melting of enlightening voratun mail armour (5 def, 10 armour).
You collect a new ingredient: lump of stralite (1).
You gain 5.60 gold from the melting of enlightening stralite mail armour of stability (4 def, 8 armour).
You collect a new ingredient: lump of dwarven steel (1).
You gain 4.94 gold from the melting of enlightening dwarven-steel mail armour of natural resilience (3 def, 8 armour).
You collect a new ingredient: lump of stralite (1).
You gain 6.05 gold from the melting of quick stralite mace of rage (36-50 power, 5 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.44 gold from the melting of dwarven-steel mace of rage (26-36 power, 4 apr).
You gain 11.45 gold from the melting of enhanced yew longbow of dexterity (+8).
You collect a new ingredient: lump of dwarven steel (1).
You gain 5.68 gold from the melting of quick dwarven-steel greatsword of vileness (34-55 power, 2 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 5.76 gold from the melting of caustic dwarven-steel greatmaul (42-62 power, 2 apr).
You gain 1.86 gold from the melting of blink rune (range 5; phase 17; cd 13).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.