












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 Embers of Rage 1.6.0Official 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:
Forbidden Cults 1.6.0Official 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.
|
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Female |
Race | Whitehoof |
Class | Archmage (Technomancer) |
Level / Exp | 50 / 1101% |
Size | medium |
Lifes / Deaths | Killed by Leyyl the human at level 23 on the 13rd Dearth 124th year of Ascendancy at 20:40 0 / 8Killed by worm that walks at level 50 on the 9th Dearth 125th year of Ascendancy at 17:43 Killed by Sher'Tul High Priest at level 50 on the 12nd Dearth 125th year of Ascendancy at 08:42 Killed by Sher'Tul High Priest at level 50 on the 12nd Dearth 125th year of Ascendancy at 12:25 Killed by Sher'Tul High Priest at level 50 on the 12nd Dearth 125th year of Ascendancy at 16:58 Killed by Amakthel's Hand at level 50 on the 12nd Dearth 125th year of Ascendancy at 21:11 Killed by Sher'Tul High Priest at level 50 on the 13rd Dearth 125th year of Ascendancy at 00:14 Killed by Sher'Tul High Priest at level 50 on the 13rd Dearth 125th year of Ascendancy at 02:32 |
Primary Stats
Strength | 43 (base 10) |
Dexterity | 20 (base 10) |
Constitution | 41 (base 29) |
Magic | 91 (base 60) |
Willpower | 68 (base 60) |
Cunning | 70 (base 60) |
Resources
Life | -21/1112 |
Mana | 9/358 |
Steam | 25/90 |
Healing Factor | 1.2203791469194 |
Regeneration | -59.776633612793 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +100% |
Spell | 0% |
Global | +127% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 4 |
See Stealth | 10.939284987231 |
See Invisible | 25.424870844663 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 46 |
Accuracy | 10 |
Crit Chance | 20% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 79 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +58% |
Blight | +40% |
Arcane | +71% |
Mind | +33% |
All | +15% |
Darkness | +40% |
Cold | +27% |
Fire | +40% |
Nature | +40% |
Offense: Damage Penetration
Acid | +45% |
Light | +64% |
Arcane | +83% |
Physical | +45% |
All | +35% |
Defense: Base
Armour (hardiness) | 50 (45%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 22 |
Physical Save | 48 |
Spell Save | 42 |
Mental Save | 49 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 52%( 70%) |
Arcane | + 61%( 70%) |
Cold | + 58%( 70%) |
All | + 45%( 70%) |
Physical | + 51%( 70%) |
Lightning | + 49%( 70%) |
Light | + 65%( 70%) |
Temporal | + 53%( 70%) |
Mind | + 52%( 70%) |
Darkness | + 52%( 70%) |
Fire | + 56%( 70%) |
Nature | + 52%( 70%) |
Defense: Immunities
Stun Resistance | 83% |
Confusion Resistance | 66% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 44% |
Pinning Resistance | 71% |
Instadeath Resistance | 100% |
Knockback Resistance | 49% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.4 steam per turn. Can be activated for an instant burst of 72 steam. |
Implants | Effective talent level: 1.0 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 171% efficiency and cooldown mod of 84%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 760 damage for 5 turns. |
Implants | Effective talent level: 1.0 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 181% efficiency and cooldown mod of 65%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 19 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 1378% for 10 turns (742 total) and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
Spell / Occult technomancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
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 / Aether | 1.40 |
| 3/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Metaphasic Spin |
talent | Keen Senses |
talent | Arcane Power |
talent | Essence of Speed |
talent | Pure Aether |
talent | Chant of Fortress |
talent | Shielding |
beneficial effect | Project your saw along the leftover breaches. Metaphasic Echoes |
beneficial effect | The target's spellpower has been increased by 5. Spellsurge |
beneficial effect | You have 5 charges. Death Momentum |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | Fleece is fed upon by Sher'Tul High Priest. Fed Upon |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The third valve has been destroyed. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | 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 |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
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 must explore the Yeti Cave and destroy the patriarch! | active |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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 |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | 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. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | 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 T5 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +5 Phys.save +15 (+5 eff.) Stealth +0 Silence- +43% Confus- +46% Pinning- +25% Stun/Frz- +33% Knockbk- +25% Teleport- +100% A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 50% Dex, 70% Str Acc+ +0.3% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Light source | ![]() 1.0 T5 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness Res.pen +10% all Apr +7 ----- def ----- Resists +13% light Affinity +5% darkness ---------- misc Light +7 Infravis +4 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 292.06 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% Silence- +50% A Helmet. But with steam power! |
Tool | ![]() 2.0 T5 wand charm [Rare] Arcane While equipped: Stats +5 Dex +2 Mag dps ---------- Dmg.mod +18% acid Res.pen +10% acid +10% physical ----- def ----- Armour +8 Defense +10 (+3 eff.) Create a shield absorbing up to 1121 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 27% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +12% nature +12% blight Max.HP +41.00 Poison- +18% Disease- +30% Disarm- +44% Pinning- +46% Knockbk- +24% Rings can have magical properties. |
Around waist | ![]() |
In main hand | ![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * injects a simple virus dealing 80 blight damage on hit and lowering the victims highest stat While equipped: dps ---------- Spell.crit +5% Spell.pwr +23 (+5 eff.) Dmg.mod +30% arcane Phasing +28% ----- def ----- Defense +23 (+6 eff.) Resists +15% arcane Shield.pwr +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Talents +5 Fatal Attractor Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 6.0 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 172.84 fire damage and 172.84 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Main armor | ![]() 2.0 T5 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +12% acid +15% temporal +20% light +9% cold +15% all Mind.save +28 (+10 eff.) ---------- misc Talents +5 Arcane Dynamo A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +25% fire +12% darkness +25% light Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.8 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 237.29 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 581 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +27% darkness +18% mind On Hit (Melee): * 26% chance to reduce damage dealt by 24% ----- def ----- Resists +26% darkness +27% fire Blind- +47% ---------- misc Infravis +6 See.Stealth +25 See.Invis +25 Rings can have magical properties. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Master Power 52.0 - 67.6 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Sharp, short and deadly. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +13% mind +9% light +10% darkness ----- def ----- Resists +13% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+5 eff.) ----- def ----- Armour +50 Defense +40 (+10 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+12 eff.) Spell.save +35 (+12 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 1.0 T5 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +15% lightning +12% temporal Phys.save +15 (+5 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Ego] Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +10 Defense +3 (+1 eff.) Resists +30% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +7 Str +10 Dex dps ---------- Phys.crit +10.5% Phys.pwr +30 (+13 eff.) Dmg.mod +39% arcane Apr +3 ----- def ----- Armour +5 Fatigue +5% Resists +36% lightning +18% cold A cap made of leather. |
![]() 0.0 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+9 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+9 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 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. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +10 ---------- misc Talents +5 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 35] amazing fiery salve [power 35]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 84% cooldown modifier. Remove 3 magical effects and grants a fiery aura (35% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 35] amazing frost salve [power 35]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 84% cooldown modifier. Remove 3 physical effects and grants a frost aura (35% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 445] amazing pain suppressor salve [power 445]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 84% cooldown modifier. Let you fight up to -445 life and reduces all damage by 25% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 35] amazing water salve [power 35]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 171% efficiency and 84% cooldown modifier. Remove 3 mental effects and grants a water aura (35% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 3/100 The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +10 (+3 eff.) Resists +7% physical +6% nature +9% darkness Disease- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
Achievements
By Fleece the Whitehoof Archmage level 7
21st Retaking 124th year of Ascendancy at 05:07 see stats
By Fleece the Whitehoof Archmage level 9
29th Retaking 124th year of Ascendancy at 03:06 see stats
By Fleece the Whitehoof Archmage level 32
21st Remembrance 125th year of Ascendancy at 01:28 see stats
By Fleece the Whitehoof Archmage level 29
6th Destruction 124th year of Ascendancy at 20:57 see stats
By Fleece the Whitehoof Archmage level 22
29th Pain 124th year of Ascendancy at 13:11 see stats
By Fleece the Whitehoof Archmage level 10
29th Retaking 124th year of Ascendancy at 03:06 see stats
By Fleece the Whitehoof Archmage level 20
10th Pain 124th year of Ascendancy at 08:30 see stats
By Fleece the Whitehoof Archmage level 30
6th Destruction 124th year of Ascendancy at 22:58 see stats
By Fleece the Whitehoof Archmage level 40
18th Retaking 125th year of Ascendancy at 17:29 see stats
By Fleece the Whitehoof Archmage level 50
23rd Pain 125th year of Ascendancy at 14:12 see stats
By Fleece the Whitehoof Archmage level 16
28th Revenge 124th year of Ascendancy at 13:31 see stats
By Fleece the Whitehoof Archmage level 50
6th Dearth 125th year of Ascendancy at 14:00 see stats
By Fleece the Whitehoof Archmage level 47
47th Revenge 125th year of Ascendancy at 12:02 see stats
By Fleece the Whitehoof Archmage level 50
6th Dearth 125th year of Ascendancy at 14:00 see stats
By Fleece the Whitehoof Archmage level 30
7th Destruction 124th year of Ascendancy at 20:17 see stats
By Fleece the Whitehoof Archmage level 17
28th Revenge 124th year of Ascendancy at 13:49 see stats
By Fleece the Whitehoof Archmage level 45
31st Retaking 125th year of Ascendancy at 18:56 see stats
By Fleece the Whitehoof Archmage level 25
51st Dearth 124th year of Ascendancy at 07:32 see stats
By Fleece the Whitehoof Archmage level 43
29th Retaking 125th year of Ascendancy at 17:48 see stats
By Fleece the Whitehoof Archmage level 47
47th Retaking 125th year of Ascendancy at 22:05 see stats
By Fleece the Whitehoof Archmage level 39
11st Retaking 125th year of Ascendancy at 17:20 see stats
By Fleece the Whitehoof Archmage level 13
5th Revenge 124th year of Ascendancy at 21:15 see stats
Log
Sher'Tul High Priest slows down.
Sher'Tul High Priest casts Plasma Bolt.
Arcane Vortex from Fleece hits Sher'Tul High Priest for (29 resist armour), 154 arcane (154 total damage).
Ethereal Steam from Fleece hits Sher'Tul High Priest for (23 resist armour), 0 arcane, (10 resist armour), 0 temporal (0 total damage).
Fleece wears (replacing Essence of Bearness): Xanurinor the dragonbone wand of shielding [power 560] (17/20 cooldown).
Fleece HEALS from darkness damage!
Sher'Tul High Priest's Plasma Bolt hits Fleece for (5 resist armour), (73 absorbed), (73 mana), 0 temporal, (5 resist armour), (32 absorbed), (32 mana), 0 light, (5 resist armour), (70 absorbed), (70 mana), 0 temporal, (5 resist armour), (43 absorbed), (43 mana), 0 darkness, 7 healing (0 total damage) [7 healing].
Sher'Tul High Priest casts Supernova.
Fleece deactivates Disruption Shield.
Fleece's disruption shield collapses and then explodes in a powerful manastorm!
Fleece resists!
Fleece HEALS from darkness damage!
Sher'Tul High Priest hits Fleece for (5 resist armour), (490 absorbed), (237 mana), 253 temporal, (5 resist armour), 313 darkness, 48 healing (565 total damage) [48 healing].
Arcane Vortex from Fleece hits Sher'Tul High Priest for (29 resist armour), 135 arcane (135 total damage).
Ethereal Steam from Fleece hits Sher'Tul High Priest for (21 resist armour), 0 arcane, (9 resist armour), 0 temporal (0 total damage).
Talent Manathrust is ready to use.
Fleece casts Reality Breach.
Sher'Tul High Priest shrugs off the effect 'Congeal Time'!
Fleece hits Sher'Tul High Priest for (29 resist armour), 308 arcane, (29 resist armour), 116 temporal (424 total damage).
Sher'Tul High Priest speeds up.
Arcane Vortex from Fleece hits Sher'Tul High Priest for (29 resist armour), 135 arcane (135 total damage).
Ethereal Steam from Fleece hits Sher'Tul High Priest for (21 resist armour), 0 arcane, (9 resist armour), 0 temporal (0 total damage).
Fleece casts Metaphasic Echoes.
Sher'Tul High Priest casts Dust to Dust.
Sher'Tul High Priest's spell attains critical power!
Fleece's beneficial effect was stripped!
Saving game...