
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Archmage |
| Level / Exp | 25 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by Gywyn the wolf at level 25 on the 46th Retaking 124th year of Ascendancy at 06:32 / 1 |
Primary Stats
| Strength | 32 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 85 (base 55) |
| Willpower | 57 (base 42) |
| Cunning | 57 (base 17) |
Resources
| Life | -233/534 |
| Mana | 236/615 |
| Steam | 100/100 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 22 |
| Crit Chance | 28% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +41% |
| Temporal | +4% |
| Physical | +5% |
| Arcane | +3% |
| Cold | +27% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +10% |
| Physical | +5% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 1 |
| Physical Save | 16 |
| Spell Save | 34 |
| Mental Save | 46 |
Defense: Resistances
| Darkness | + 16%( 70%) |
| Lightning | + 35%( 70%) |
| Nature | + 44%( 70%) |
| Temporal | + 21%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 51%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 48% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 240 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 89 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. |
| 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 (97 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 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 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 2/5 |
| 0/5 |
| 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. * You have collected enough eggs. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You 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 |
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 |
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 |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Cyruda (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str +8 Mag +2 Wil offense ------ Physical Crit +2.0% Physical Power +4 (+2 eff.) Ignore resists +5% physical defense ------ Armor +3 other ------- Light +2 A pair of boots made of leather. |
| Light source | Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+4 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 410 cold damage (based on your Magic). Uses 20 power out of 17/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | Yaruregobers (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +3 Dex +5 Mag +3 Wil +11 Cun offense ------ Mind Crit +5% defense ------ Defense +2 (+1 eff.) Crit Resistance 10.00% Mind save +24 (+8 eff.) Unlife -60.00 life other ------- Infravision +3 Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 121 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| Tool | Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+5 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | voratun ring 'Issadrahor'0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Str +6 Wil +13 Cun offense ------ Mindpower +7 (+2 eff.) Ignore Armor +2 defense ------ Defense +29 (+13 eff.) Resistance +6% lightning Mind save +10 (+4 eff.) Unlife -40.00 life Confus Resist +36% Rings make your fingers look great! |
| On fingers | treant's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +9 (+4 eff.) Ignore Armor +8 defense ------ Defense +9 (+5 eff.) Resistance +7% nature +5% blight Poison Resist +15% Disease Resist +10% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 140% 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! |
| Around waist | Khelulach 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Str +2 Con offense ------ Physical Crit +2.0% When Hit 8 physical defense ------ Crit Resistance 15.00% Life +42.00 other ------- Stamina/turn +0.30 Mana/turn +0.30 Psi/turn +0.30 Max stamina +30.00 A belt that goes around your waist. |
| In main hand | Darkwhisper the dragonbone vilestaff (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +16% Critical power +16.00% Spellpower +15 (+5 eff.) Damage +30% lightning Ignore resists +10% darkness When Hit 2 arcane defense ------ Resistance +15% lightning +5% arcane +3% darkness other ------- Mana/turn +0.28 Max mana +82.00 Max positive +15.00 Max negative +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | temporal hardened leather gloves of magic (+3) (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 5 temporal On-Ranged-Hit 8 temporal Damage +3% arcane +4% temporal defense ------ Armor +2 Resistance +5% temporal other ------- 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. |
| Main armor | Tulihad the Glintbutcher (0 def, 12 armour) 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +6 Str +5 Mag +5 Wil +6 Cun offense ------ Mindpower +15 (+5 eff.) Damage +11% lightning +5% physical +12% cold Ignore resists +10% light When Hit 20 physical defense ------ Armor +12 Fatigue +1% Resistance +6% lightning +10% cold +11% all other ------- Psi when Hit +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Gligana' (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +4 Cun defense ------ Defense +2 (+1 eff.) Resistance +6% temporal +3% darkness +15% cold +5% arcane +30% nature Life +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +2 Mag offense ------ Mindpower +6 (+2 eff.) Spellpower/crit +2 defense ------ Mind save +7 (+3 eff.) Confus Resist +12% other ------- Mana/turn +0.10 Max mana +30.00 Amulets make your neck look great! |
Inventory
medical injector implant of the sneak (efficiency 142% / cooldown 72%)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 142% efficiency and cooldown mod of 72%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Flash Powder0.1 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: Focus Lens0.1 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: Grounding Strap0.1 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: Iron Grip0.1 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: Power Distributor0.1 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: Winterchill Edge0.1 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. |
stabilizing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% temporal Pinning Resist +20% Knockbk Resist +20% Amulets make your neck look great! |
elm magestaff (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of wizardry (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Mag +1 Wil offense ------ Spell Crit +4% Spellpower +19 (+6 eff.) Damage +25% lightning other ------- Max mana +14.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm vilestaff (12-14 power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +5 (+2 eff.) Damage +12% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Tundrawire' (20-24 power, 4 apr, arcane element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +8 Con offense ------ Spell Crit +3% Spellpower +16 (+5 eff.) Damage +20% arcane +12% physical Ignore resists +20% cold Ignore Armor +6 When Hit 6 acid defense ------ Resistance +6% cold Life Regen +0.90 Healmod +18% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +2 (+1 eff.) defense ------ Mind save +6 (+2 eff.) A belt that goes around your waist. |
linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of implacability (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego+] Nature/Master While equipped: defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +0% nature +10% cold Physical save +6 (+5 eff.) Mind save +5 (+2 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of frost (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Damage +13% arcane +10% cold defense ------ Resistance +9% all +15% cold other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +1 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. |
temporal hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 7 temporal On-Ranged-Hit 7 temporal Damage +5% arcane +3% temporal defense ------ Armor +2 Resistance +7% temporal 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. |
spellwoven linen wizard hat of blight (+10%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) Damage +10% blight defense ------ Defense +1 (+1 eff.) Resistance +10% blight other ------- Mana/turn +0.11 A pointy cloth hat, very wizardly... |
Mardadelach the Storm's kiss (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +15% fire Ignore resists +10% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +9% lightning +12% temporal +11% darkness +14% blight +5% arcane +3% acid other ------- Light +2 A suit of armour made of mail. |
rejuvenating cured leather armour of Toknor (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +5 (+2 eff.) When Hit 0 physical defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life Regen +2.40 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
rough leather armour of alacrity (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
agate0.0 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. |
14 onyx0.0 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. |
11 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. |
21 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+5 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. |
14 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. |
10 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
19 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Frostquell1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +2 Str +4 Dex +4 Cun offense ------ Damage +6% darkness Ignore resists +8% all Ignore Armor +10 When Hit 4 cold defense ------ Resistance +12% cold other ------- Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 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. |
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! |
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. |
10 garnet0.0 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. |
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. |
good focus lens0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +6 Sight +1 See Stealth +10 See Invisibility +10 Tinkers can be attached to normal items to improve them with steam power! |
cleansing iron torque of gale force [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
9 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. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
26 quartz0.0 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. |
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. |
2 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. |
Achievements
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Layyritira the Whitehoof Archmage level 13
25th Retaking 124th year of Ascendancy at 04:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Layyritira the Whitehoof Archmage level 10
16th Retaking 124th year of Ascendancy at 06:11 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Layyritira the Whitehoof Archmage level 20
36th Retaking 124th year of Ascendancy at 08:55 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Layyritira the Whitehoof Archmage level 23
37th Retaking 124th year of Ascendancy at 08:11 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Layyritira the Whitehoof Archmage level 20
36th Retaking 124th year of Ascendancy at 18:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Layyritira the Whitehoof Archmage level 16
31st Retaking 124th year of Ascendancy at 14:28 see stats
Log
Melee retaliation hits Emelaseba the wolf for (14 flat reduction), 15 physical, (2 flat reduction), 0 arcane (15 total damage).
Emelaseba the wolf hits Islamikira the white wolf for 204 teleported damage.
Emelaseba the wolf hits Layyritira for (204 teleported), (89 absorbed), 155 physical (155 total damage).
Hurricane from Layyritira hits Emelaseba the wolf for (14 flat reduction), 37 lightning (37 total damage).
Layyritira casts Teleport.
Belassra the Fox's mucus ooze uses Slime Spit.
Layyritira slows down.
Belassra the Fox's mucus ooze hits Layyritira for 36 nature damage.
Layyritira's spell attains critical power!
Gywyn the wolf defiantly reasserts his connection to nature!
Layyritira's spell attains critical power!
Layyritira's spell attains critical power!
Layyritira's spell attains critical power!
Thunderstorm hits Belassra the Fox's mucus ooze for 29 lightning, 10 lightning (39 total damage).
Thunderstorm hits Gywyn the wolf for 26 lightning, 31 lightning, 9 lightning (66 total damage).
Thunderstorm hits Betholaith the honey tree for 23 lightning damage.
Thunderstorm hits Wolf for 19 lightning damage.
Thunderstorm hits Siliwyn the cave bear for 26 lightning damage.
Thunderstorm hits Glorota the panther for 25 lightning, 30 lightning, 10 lightning (65 total damage).
Thunderstorm hits Belassra the Fox's mucus ooze for 29 lightning, 35 lightning, 10 lightning (74 total damage).
Belassra the Fox's mucus ooze is dazed!
Betholaith the honey tree is dazed!
Wolf rushes out!
Wolf misses Layyritira.
Gywyn the wolf uses Oozebeam.
Gywyn the wolf's mind surges with critical power!
Gywyn the wolf hits Layyritira for 269 nature damage.
Layyritira the level 25 whitehoof archmage was splurged to death by Gywyn the wolf on level 1 of Sunwall Observatory.
The furious lightning storm around Layyritira calms down and disappears.















































































































