













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Archmage (Technomancer) |
| Level / Exp | 36 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by bursting entropic shard at level 16 on the 41st Retaking 124th year of Ascendancy at 21:44 1 / 6Killed by thaurhereg at level 16 on the 42nd Retaking 124th year of Ascendancy at 02:17 Killed by war hound at level 34 on the 29th Dearth 124th year of Ascendancy at 10:07 Killed by Xanovena the treant at level 34 on the 29th Dearth 124th year of Ascendancy at 11:50 Killed by Technocow at level 34 on the 11st Loss 124th year of Ascendancy at 14:03 Killed by Gyma the halfling pyremaster at level 36 on the 23rd Loss 124th year of Ascendancy at 21:29 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 85 (base 60) |
| Willpower | 67 (base 60) |
| Cunning | 40 (base 24) |
Resources
| Life | 783/783 |
| Mana | 442/550 |
| Steam | 100/100 |
| Healing Factor | 0.72917232575563 |
| Regeneration | 0.91146540719454 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +62% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 9.3188919316965 |
| See Invisible | 21.658785199884 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 13 |
| Crit Chance | 10% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Cold | +10% |
| Blight | +22% |
| Physical | +50% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Cold | +47% |
| Light | +15% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 5 |
| Physical Save | 13 |
| Spell Save | 36 |
| Mental Save | 33 |
Defense: Resistances
| Darkness | + 21%( 70%) |
| Lightning | + 67%( 70%) |
| Nature | + 35%( 70%) |
| Temporal | + 32%( 70%) |
| Blight | + 30%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 13%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Silence Resistance | 70% |
| Stun Resistance | 40% |
| Pinning Resistance | 47% |
| Poison Resistance | 100% |
| Knockback Resistance | 54% |
Inscriptions (4/4)
| 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 6.0 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (44 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: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 525 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Terrene technomancy | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Cryogenic Digs |
| talent | Chant of Fortitude |
| talent | Disruption Shield |
| talent | Keen Senses |
| talent | Uttercold |
| beneficial effect | You have 1 charges. Death Momentum |
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 |
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 |
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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
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. | 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 | Eden's Guile (2 def, 1 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +6 ---------- misc Talents +3 Moss Tread Masteries +0.20 Cunning/Survival Boost speed by 40% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | bright alchemist's lamp of focus1.0 T3 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +9% mind ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Prismraptor the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +15% light Melee Ret 6 light On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +3 Fatigue +3% Resists +12% nature +4% physical Cut- +20% Silence- +20% Disarm- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
| Tool | dwarven-steel torque of gale force 'Veleda' [power 230] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +30% physical ----- def ----- Die.at -80.00 life Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 345 physical damage Puts all charms on 15 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +27.00 Disarm- +20% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +1% Phys.pwr +14 (+7 eff.) Spell.pwr +15 (+4 eff.) Mind.pwr +16 (+5 eff.) Dmg.mod +14% lightning Melee Ret 8 light ----- def ----- Resists +28% lightning ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 Max.mana +60.00 Max.vim +30.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Aduna 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Dex +2 Wil +3 Cun +7 Con dps ---------- Res.pen +10% mind ----- def ----- Defense +6 (+3 eff.) Resists +10% lightning +8% temporal Crit.chn- 5.00% Proj.slow +15% A belt that goes around your waist. |
| In main hand | Bolbum's Big Knocker (64-77 power, 10 apr, physical element) 5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion On Hit.r1 +60 20% chance of physical repulsion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+3 eff.) Dmg.mod +20% physical Acc +7 (+6 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.4 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 88% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
| On hands | Assassin's Surprise (0 def, 4 armour) 1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Disarm- +80% ---------- misc Talents +3 Iron Grip Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 11 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 34 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
| Main armor | Worm Nest (0 def, 0 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all ---------- misc Talents +3 Arcane Dynamo Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
| Cloak | Dairarim (17 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +17 (+8 eff.) Resists +24% lightning +2% physical +9% darkness +20% blight +13% nature Die.at -60.00 life HP.reg +3.00 Heal.mod +15% Stun/Frz- +40% Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing stralite amulet of magic (+6)0.1 T4 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +6 Mag ----- def ----- Resists +14% temporal Pinning- +23% Knockbk- +24% Amulets make your neck look great! |
Inventory
biting gale rune (damage 129; dur 4; cd 16)0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 129.01 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 13; resist 15%; move 42%; dur 5; cd 16)0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 42% faster, and you are invisible (power 13). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement0.1 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. |
schematic: Fiery Salve0.1 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. |
schematic: Healing Salve0.1 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. |
schematic: Poison Groove0.1 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. |
cleansing gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Con ----- def ----- Resists +14% nature +13% blight Poison- +23% Disease- +30% Amulets make your neck look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
solipsist's gold ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
Falildil the Darkblast (18-22 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag +2 Cun +3 Con dps ---------- Spell.crit +2% Crit.mult +30.00% Spell.pwr +13 (+3 eff.) Melee+ 21 fire Dmg.mod +24% temporal Melee Ret 2 temporal On Hit (Melee): * 10% chance to reduce damage dealt by 24% * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc N.En/turn +0.20 Vim/s.crit +4.00 Max.vim +23.00 Max.N.En +26.00 See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew vilestaff of might (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +9 (+2 eff.) Dmg.mod +20% blight ---------- misc Mana/turn +0.13 Max.mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced stralite longsword of massacre (40-56 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Nature/Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Str +9 Dex +7 Mag +7 Wil +5 Cun +8 Con Sharp, long, and deadly. |
stormbringer's stralite longsword of erosion (35-49 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Nature Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +10 nature On Crit.r2 +20 lightning +11 cold While equipped: dps ---------- Mov.spd +33% Res.pen +16% lightning +15% cold Sharp, long, and deadly. |
Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 T4 shield armor Reqs Shield usage training Str 28 [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+8 eff.) Rng.Def +15 (+7 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
reinforced leather armour of the wind (21 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Apr +10 ----- def ----- Armour +7 Defense +21 (+10 eff.) Fatigue +8% ---------- misc Stam/turn +0.70 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 88 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Revenant (8 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training Str 28 [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+9 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
fortifying stralite plate armour of cold resistance (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +13 Fatigue +22% Resists +19% cold Max.HP +54.00 A suit of armour made of metal plates. |
rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +6 (+6 eff.) A belt that goes around your waist. |
regal cashmere cloak of battle (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +2.0% Phys.pwr +3 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Geyatta' (30 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Lck +5 Dex ----- def ----- Armour +3 Defense +30 (+15 eff.) Resists +6% nature +15% temporal Stealth +8 Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
Polisetha the pair of dwarven-steel boots (10 def, 12 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Dmg.mod +7% physical Melee Ret 10 mind ----- def ----- Armour +12 Defense +10 (+5 eff.) Fatigue +3% Spell.save +12 (+5 eff.) Poison- +20% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- Armour +2 Unarmed combat: Power 22.0 - 24.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather hat of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
Mildil the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +12 Str +7 Dex +7 Mag +5 Wil dps ---------- Spell.crit +8% S.pwr/crit +8 Dmg.mod +13% blight +10% arcane Res.pen +20% blight ----- def ----- Armour +3 Fatigue +3% Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.08 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 98.7 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
stabilizing cashmere wizard hat of corrosion (+22%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +15% acid ----- def ----- Defense +2 (+1 eff.) Resists +22% acid Phys.save +5 (+5 eff.) A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Sulfurwhisper' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Disrupt/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.crit +3% Mind.pwr +12 (+4 eff.) Dmg.mod +9% physical +15% darkness +9% nature On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Defense +3 (+1 eff.) Resists +14% physical +5% darkness +9% blight +9% cold +8% nature +5% arcane ---------- misc Max.hate +9.00 A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-7 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Obsidiangrinder the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +6 Wil +1 Con dps ---------- Melee Ret 10 darkness ----- def ----- Armour +4 Fatigue +4% Resists +8% blight +6% darkness Mind.save +8 (+4 eff.) Die.at -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
onyx0.0 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+6 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. |
2 quartz0.0 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. |
jade0.0 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+8 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+8 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 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. |
Burning Star1.0 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. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-9 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+6 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
115 alchemist agate0.0 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. |
survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+5 eff.) Max.HP +40.00 Heal.mod +12% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 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. |
well-made ablative armour0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +6 Crit.chn- 21.00% Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 T4 steamtech tinker [Unique] 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. |
powerful frost salve [power 15] powerful frost salve [power 15]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent water salve [power 12] potent water salve [power 12]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (12% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
miner's dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)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 steel torque of mindblast [power 160] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 174 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 170] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Haradin the dragonbone totem of healing [power 554] (15 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% physical Res.pen +5% acid ----- def ----- Armour +4 Resists +6% acid Heal yourself and all friendly characters within 10 spaces for 554 Puts all charms on 15 cooldown 100% to increase all damage by 21% for 2 turns. 100% to heal for 75. 100% to gain a 28% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Technocow the Whitehoof Archmage level 4
11st Retaking 124th year of Ascendancy at 19:04 see stats
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Technocow the Whitehoof Archmage level 20
8th Revenge 124th year of Ascendancy at 17:40 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Technocow the Whitehoof Archmage level 12
26th Retaking 124th year of Ascendancy at 00:31 see stats
Blood on the Moon
Kill all of the Star Gazers within 7 game turns.By Technocow the Whitehoof Archmage level 30
4th Pain 124th year of Ascendancy at 08:07 see stats
Exterminator
Killed 1000 creatures.By Technocow the Whitehoof Archmage level 29
3rd Pain 124th year of Ascendancy at 13:26 see stats
Level 10
Got a character to level 10.By Technocow the Whitehoof Archmage level 10
19th Retaking 124th year of Ascendancy at 14:48 see stats
Level 20
Got a character to level 20.By Technocow the Whitehoof Archmage level 20
7th Revenge 124th year of Ascendancy at 14:46 see stats
Level 30
Got a character to level 30.By Technocow the Whitehoof Archmage level 30
4th Pain 124th year of Ascendancy at 08:01 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Technocow the Whitehoof Archmage level 33
3rd Dearth 124th year of Ascendancy at 09:36 see stats
Size matters
Did over 600 damage in one attack.By Technocow the Whitehoof Archmage level 30
30th Pain 124th year of Ascendancy at 04:41 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Technocow the Whitehoof Archmage level 21
21st Revenge 124th year of Ascendancy at 00:30 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Technocow the Whitehoof Archmage level 26
26th Revenge 124th year of Ascendancy at 08:12 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Technocow the Whitehoof Archmage level 19
7th Revenge 124th year of Ascendancy at 07:58 see stats
Log
Technocow casts Ice Shards.
Technocow's spell attains critical power!
Automated Defense System is encased in ice!
Automated Defense System resists the wave!
Technocow's cold repulsion area effect hits Automated Defense System for (2 to ice), (2 to ice), 28 cold, (3 to ice), (2 to ice), 31 physical (59 total damage).
Technocow's ice storm area effect hits Automated Defense System for 67 cold damage.
You collect a new ingredient: mechanical core (1).
Option unlocked: New Class: Annihilator (Tinker)
Quest 'Research. Tinker. Annihilate.' is done! (Press 'j' to see the quest log)
Quest 'Research. Tinker. Annihilate.' status updated! (Press 'j' to see the quest log)
Automated Defense System is unstoppable!
Technocow hits Automated Defense System for (4 to ice), (4 to ice), 49 cold, (5 to ice), (4 to ice), 53 physical (103 total damage).
Technocow's Ice Shards hits Automated Defense System for (24 to ice), (158 refused), (10 to ice), 120 cold (120 total damage).
Technocow receives 28 healing from Temporal Restoration Field.
Technocow's Ice Shards killed Automated Defense System!
The fabric of time around Technocow returns to normal.
Technocow fails to disarm a trap (Automated Defense System's tremor engine).
Talent Ice Shards is ready to use.
Talent Micro Spiderbot is ready to use.
Technocow is no longer transformed.
Talent Tidal Wave is ready to use.
Technocow stops surging mana.
Saving game...
Saving done.






































































































































