










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.7 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
|
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Temporal Warden |
Level / Exp | 24 / 83% |
Size | medium |
Lifes / Deaths | Killed by storm wyrm at level 24 on the 25th Pain 124th year of Ascendancy at 03:05 / 1 |
Primary Stats
Strength | 42 (base 20) |
Dexterity | 41 (base 33) |
Constitution | 20 (base 10) |
Magic | 74 (base 53) |
Willpower | 19 (base 12) |
Cunning | 22 (base 13) |
Resources
Life | -45/691 |
Paradox | 314 |
Steam | 100/100 |
Healing Factor | 1.078947368421 |
Regeneration | 1.025 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 3 |
See Stealth | 16.377726440467 |
See Invisible | 16.377726440467 |
Offense: Mainhand
Damage | 115 |
Accuracy | 45 |
Crit Chance | 11% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 45 |
Crit Chance | 17% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Light | +8% |
Darkness | +10% |
Cold | +6% |
Mind | +6% |
Fire | +4% |
Acid | +5% |
Offense: Damage Penetration
Physical | +11% |
Fire | +5% |
Light | +35% |
Defense: Base
Armour (hardiness) | 66.08934837382 (96.030927835052%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 13 |
Physical Save | 36 |
Spell Save | 29 |
Mental Save | 20 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 3%( 70%) |
Physical | + 21%( 70%) |
Cold | + 27%( 70%) |
All | 0%( 70%) |
Lightning | + 24%( 70%) |
Light | + 6%( 70%) |
Fire | + 15%( 70%) |
Mind | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 58% |
Poison Resistance | 100% |
Blind Resistance | 30% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 50% |
Disarm Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
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 160% efficiency and cooldown mod of 51%. Its effects scale with your Magic stat. |
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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 180 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Temporal Hounds |
talent | Chant of Fortress |
talent | Weapon Folding |
beneficial effect | Each turn will fire an arrow at storm wyrm. Arrow Echoes |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
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. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
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 | ![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Res.pen +20% light +11% physical On Hit (Melee): * 20% chance to disease * 15% chance to blind ----- def ----- Armour +5 Fatigue -1% Resists +6% light +3% blight Phys.save +7 (+4 eff.) ---------- misc Max.enc +41 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 134% 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. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +15% light Melee Ret 8 light ---------- misc Psi/ret +0.12 Max.psi +20.00 Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 37.98 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Resists +3% lightning +1% physical +15% mind Max.HP +27.00 Stun/Frz- +5% ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +28% Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +3 Mag +5 Cun +5 Con dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Mov.spd +10% Dmg.mod +5% acid +6% cold +4% fire +6% mind +6% lightning Res.pen +5% fire ----- def ----- Fatigue -7% Resists +12% mind HP.reg +0.70 Teleport- +50% ---------- misc Stam/turn +0.50 Teleport you randomly (rad 32) Puts all charms on 15 cooldown Amulets can have magical properties. |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Ego] Arcane/Master Power 42.5 - 59.5 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, long, and deadly. |
On hands | ![]() 1.0 T3 hands armor [Rare] Nature While equipped: Stats +7 Str +2 Mag +5 Wil dps ---------- Melee+ 8 lightning Dmg.mod +6% lightning ----- def ----- Armour +2 Fatigue -8% Resists +7% lightning ---------- misc Infravis +3 Talents +1 Sand Shredder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | ![]() 1.0 T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Cloak | ![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() 17.0 T3 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Wil +3 Con dps ---------- Crit.mult +10.00% Melee Ret 46 physical ----- def ----- Armour +30 Defense +5 (+2 eff.) Fatigue +25% Resists +13% acid +14% physical +15% fire +12% cold +14% lightning Disarm- +25% Stun/Frz- +25% Knockbk- +20% ---------- misc Max.vim +10.00 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 99% efficiency and cooldown mod of 74%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 10 turns. While Heroism is active, you will only die when reaching -180 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 8 turns. While Heroism is active, you will only die when reaching -411 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 436% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 393% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 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 211 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 33) for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 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 cure yourself of one random physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 31 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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? |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +21% lightning Stun/Frz- +26% ---------- misc Masteries +0.21 Chronomancy/Fate Weaving Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +2 Mag dps ---------- Mind.pwr +6 (+3 eff.) S.pwr/crit +3 ----- def ----- Mind.save +7 (+3 eff.) Confus- +12% ---------- misc Mana/turn +0.14 Max.mana +25.00 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
![]() 1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Mag, 55% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T3 dagger 1H weapon [Ego] Arcane Power 17.5 - 22.8 Physical Uses 45% Mag, 45% Dex Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +11 Crit +6.0% Atk.spd 100% Phasing +8% On Hit.r1 +6 fire Sharp, short and deadly. |
![]() 5.0 T4 greatmaul 2H weapon Reqs Wil 25 [Unique] Nature/Master/Psionic Power 56.0 - 84.0 Physical Uses 70% Wil, 70% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +12 temporal +9 nature +20 mind On Hit: * 14% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+7 eff.) Dmg.mod +10% mind +10% physical Apr +6 ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) ---------- misc Psi/turn +0.10 Talents +3 Hammer Toss +3 Dream Smith's Hammer Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Nature/Master Power 14.0 - 19.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 insidious poison +6 temporal +5 nature On Crit.r2 +4 fire On Crit: * cripple the target While equipped: Stats +2 Cun dps ---------- Phys.crit +6.0% Crit.mult +10.00% Sharp, long, and deadly. |
![]() 4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +6 nature On Hit: * Slows global speed by 40% Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Res.pen +15% nature +12% physical ----- def ----- Resists +12% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical Melee Ret 0 physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Fatigue +0% Resists +15% acid +12% physical Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 22.93 to 28.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +7% nature +12% physical ----- def ----- Resists +12% physical Poison- +26% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex +6 Mag +2 Con ----- def ----- Armour +9 Fatigue +3% Mind.save +30 (+15 eff.) ---------- misc Infravis +1 See.Invis +15 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% Mind.save +20 (+10 eff.) ---------- misc Stam/ret +1.40 Equi/ret +1.00 Telepathy Humanoid/Orc A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +5 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% nature +7% blight A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +3% Resists +12% temporal Phys.save +20 (+8 eff.) Die.at -40.00 life Blind- +5% Pinning- +15% A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) A hat made of leather. Very stylish. |
![]() 14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con dps ---------- Melee Ret 0 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 14.0 T2 heavy armor [Ego] Master/Psionic While equipped: dps ---------- Melee Ret 0 physical ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +14% Resists +6% mind Mind.save +13 (+6 eff.) A suit of armour made of mail. |
![]() 7.0 T2 shield armor [Ego+] Arcane/Nature While equipped: Stats +4 Con +1 Mag dps ---------- Melee+ 6 cold Melee Ret 12 ice On Melee Ret: * 16% chance to blind ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +12% light ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 T2 arrow ammo [Ego+] Master/Psionic Power 22.0 - 30.8 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +7 Crit +9.5% Capacity 19 Ranged+ +23 physical On Hit: * 10% chance to knock the target back On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 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 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +3 Cun +2 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 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. |
![]() 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. |
powerful frost salve [power 22] powerful frost salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 51% cooldown modifier. Remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful water salve [power 22] powerful water salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 51% cooldown modifier. Remove 2 mental effects and grants a water aura (22% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 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 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 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
Achievements
By Death After the Whitehoof Temporal Warden level 2
10th Retaking 124th year of Ascendancy at 17:45 see stats
By Death After the Whitehoof Temporal Warden level 12
42nd Retaking 124th year of Ascendancy at 01:28 see stats
By Death After the Whitehoof Temporal Warden level 17
38th Revenge 124th year of Ascendancy at 05:25 see stats
By Death After the Whitehoof Temporal Warden level 10
24th Retaking 124th year of Ascendancy at 15:51 see stats
By Death After the Whitehoof Temporal Warden level 20
49th Revenge 124th year of Ascendancy at 05:45 see stats
By Death After the Whitehoof Temporal Warden level 5
17th Retaking 124th year of Ascendancy at 05:37 see stats
By Death After the Whitehoof Temporal Warden level 24
24th Pain 124th year of Ascendancy at 19:11 see stats
By Death After the Whitehoof Temporal Warden level 16
31st Revenge 124th year of Ascendancy at 20:25 see stats
Log
Death After's temporal clone hits Greater gwelgoroth for 80 physical, 0 lightning, 0 lightning, 8 temporal, 45 physical, 14 darkness, 0 lightning, 8 temporal (155 total damage).
Death After's Thread Walk hits Storm wyrm for 133 physical, 6 mind, 17 darkness, 8 physical, 16 temporal (180 total damage).
Greater gwelgoroth hits Death After's temporal clone for (11 absorbed), 0 lightning, (11 absorbed), 0 lightning (0 total damage).
The spell fizzles!
Greater gwelgoroth killed Death After's temporal clone!
Storm wyrm uses Lightning Speed.
Storm wyrm turns into pure lightning!.
Greater gwelgoroth casts Lightning.
Your shield crumbles under the damage!
The shield around Death After crumbles.
Talent Blink Blade is ready to use.
Greater gwelgoroth hits Storm wyrm for 0 lightning damage.
Greater gwelgoroth hits Death After for (130 absorbed), 2 lightning (2 total damage).
Storm wyrm's Tornado hits Storm wyrm for 0 lightning damage.
Storm wyrm resists the mind attack!
Death After's Arrow Echoes hits Storm wyrm for 84 physical, 6 mind, 17 darkness, 5 physical, 16 temporal (129 total damage).
Death After casts Warp Blade.
Death After warps space-time to equip: arcing stralite longsword of massacre
Moon.
Death After performs a melee critical strike against Storm wyrm!
Storm wyrm resists the blinding light!
Storm wyrm is pinned to the ground.
Storm wyrm hits Death After for 17 lightning, 17 lightning (33 total damage).
Death After hits Storm wyrm for 133 temporal, 76 physical, 0 lightning, 0 lightning, 14 temporal, 35 temporal, 20 physical, 22 darkness, 0 lightning, 14 temporal (314 total damage).
Storm wyrm is back to normal.
Storm wyrm hits Death After for 47 physical damage.
Death After hits Storm wyrm for 9 light, 26 physical (35 total damage).
Storm wyrm's Tornado hits Storm wyrm for 0 lightning damage.
Temporal hound resists the punch!
Saving game...