








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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.
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Embers of Rage 1.7.0Official 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 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Better Item Description 1.7.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Female |
Race | Whitehoof |
Class | Archmage |
Level / Exp | 16 / 47% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 16 on the 34th Retaking 124th year of Ascendancy at 10:40 / 1 |
Primary Stats
Strength | 25 (base 10) |
Dexterity | 9 (base 10) |
Constitution | 15 (base 12) |
Magic | 48 (base 41) |
Willpower | 27 (base 30) |
Cunning | 12 (base 11) |
Resources
Life | -6/402 |
Mana | 34/329 |
Steam | 100/100 |
Healing Factor | 1.1560311219418 |
Regeneration | 0.28900778048545 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 26 |
Accuracy | 3 |
Crit Chance | 4% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Blight | +10% |
Lightning | +31% |
Fire | +10% |
Light | +10% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 33 |
Mental Save | 19 |
Defense: Resistances
Lightning | + 27%( 70%) |
Blight | + 16%( 70%) |
Cold | + 21%( 70%) |
Fire | + 13%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (60 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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. | 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 |
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 |
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 T1 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +1 Fatigue -4% Max.HP +30.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A cap made of leather. |
Tool | ![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +31.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning ----- def ----- Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.13 Max.mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str dps ---------- Spell.crit +3% Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Armour +1 ---------- misc Mana/turn +0.10 Talents +1 Sand Shredder Unarmed combat: Power 104% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Hit: 10% Elemental Bolt 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ----- def ----- Resists +10% blight +7% all Spell.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 84 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 38 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% lightning Acc +6 (+6 eff.) ----- def ----- Resists +24% lightning Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Phys.save +6 (+3 eff.) Spell.save +11 (+5 eff.) Mind.save +9 (+5 eff.) Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ---------- misc Mana/turn +0.10 Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 133% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +11 Crit +1.0% Atk.spd 100% Phasing +17% On Hit.r1 +13 fire Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego] Nature/Master Power 150% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +10 (+10 eff.) ----- def ----- Defense +10 (+10 eff.) Disarm- +36% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 149% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +10 fire While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +10 (+4 eff.) Massive two-handed swords. |
![]() 3.0 T3 mace 1H weapon [Ego] Nature/Disrupt Power 135% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 nature On Hit: * 8% chance to slow global speed by 40% Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Nature/Psionic Power 118% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 nature +7 darkness Against +7% Living One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Power 139% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Acc +10 (+10 eff.) One-handed war axes. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane Power 132% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 4 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 22 While equipped: ----- def ----- Disease- +14% Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +9.00% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Max.psi +10.00 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. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 mind 3 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Max.psi +17.00 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. |
![]() 3.0 T2 mindstar 1H weapon [Normal] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc 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. |
![]() 3.0 T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 144% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +5.0% Atk.spd 100% Block +60 Dmg.conv 50% temporal On Hit: 8% Turn Back the Clock 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +20 (+20 eff.) Fatigue +8% Resists +15% temporal ---------- misc Talents +2 Block 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated).. Uses 30 power out of 30/30 Activation is instant. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +8 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+6 eff.) Dmg.mod +12% fire Longbows are used to shoot arrows at your foes. |
![]() 7.0 T2 shield armor [Ego] Nature When used to Attack: Power 119% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 On Hit: * 10% chance to reduce armor by 32% While equipped: dps ---------- Melee+ 5 acid Melee Ret 1 acid ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +17% lightning Max.HP +30.00 HP.reg +5.20 Heal.mod +11% A suit of armour made of leather. |
![]() 2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+5 eff.) ----- def ----- Defense +8 (+8 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
![]() 2.0 T3 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Defense +2 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +5% cold Phys.save +10 (+5 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By beamer the Whitehoof Archmage level 6
12nd Retaking 124th year of Ascendancy at 05:58 see stats
By beamer the Whitehoof Archmage level 12
28th Retaking 124th year of Ascendancy at 11:34 see stats
By beamer the Whitehoof Archmage level 10
17th Retaking 124th year of Ascendancy at 03:02 see stats
Log
Beamer's arcane area effect hits Carrion worm mass for 14 arcane damage.
Beamer's arcane area effect hits Worm that walks for 16 arcane damage.
Beamer's arcane area effect hits Ritch hunter for 14 arcane damage.
Ritch hunter recovers sight.
Carrion worm mass hits beamer for (7 to time), 0 physical (0 total damage).
Ritch hunter hits beamer for (18 to time), 0 blight (0 total damage).
Beamer casts Arcane Reconstruction.
beamer receives 104 healing.
Your time shield crumbles under the damage!
The fabric of time around beamer stabilizes to normal.
The powerful time-altering energies generate a restoration field on beamer.
Beamer's spell attains critical power!
Talent Chain Lightning is ready to use.
Talent Manathrust is ready to use.
Epidemic from Worm that walks hits beamer for (25 to time), (14 absorbed), 0 blight (0 total damage).
Thunderstorm hits Worm that walks for 23 lightning damage.
Thunderstorm hits Carrion worm mass for 21 lightning damage.
Beamer's arcane area effect hits Minotaur for 14 arcane damage.
Beamer's arcane area effect hits Carrion worm mass for 14 arcane damage.
Beamer's arcane area effect hits Worm that walks for 16 arcane damage.
Beamer's arcane area effect hits Ritch hunter for 14 arcane damage.
Worm that walks casts Acid Strike.
Worm that walks performs a melee critical strike against beamer!
Your shield crumbles under the damage!
The shield around beamer crumbles.
Worm that walks hits beamer for (48 absorbed), 0 acid, (17 absorbed), 0 blight, (38 absorbed), 5 acid, (17 absorbed), 0 blight, (1 absorbed), 6 fire, 83 acid, 19 blight, 17 blight, 10 blight, 17 blight (157 total damage).
Ruin hits Worm that walks for 7 healing, 7 healing (0 total damage) [15 healing].
beamer the level 16 whitehoof archmage was fouled to death by a worm that walks on level 1 of Hidden Vault - Ritch Hive (1).
The furious lightning storm around beamer calms down and disappears.