Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
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 Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Male |
Race | Orc |
Class | Archmage |
Level / Exp | 18 / 85% |
Size | medium |
Lifes / Deaths | Killed by steam giant berserker at level 11 on the 18th Retaking 124th year of Ascendancy at 12:57 0 / 6Killed by steam giant flameshot at level 12 on the 19th Retaking 124th year of Ascendancy at 22:30 Killed by elven astromancer at level 16 on the 45th Retaking 124th year of Ascendancy at 21:39 Killed by sun-mage at level 16 on the 46th Retaking 124th year of Ascendancy at 04:15 Killed by Cyritha the larvae bloated ritch mother at level 18 on the 7th Revenge 124th year of Ascendancy at 19:16 Killed by Emelara the ritch hunter at level 18 on the 8th Revenge 124th year of Ascendancy at 01:22 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 17 (base 10) |
Magic | 49 (base 46) |
Willpower | 46 (base 36) |
Cunning | 17 (base 11) |
Resources
Life | -88/302 |
Mana | 100/429 |
Steam | 100/100 |
Healing Factor | 1.062941519274 |
Regeneration | 0.26573537981849 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 23 |
Accuracy | 10 |
Crit Chance | 6% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Cold | +19% |
Arcane | +31% |
Mind | +5% |
All | 0% |
Offense: Damage Penetration
Darkness | +17% |
All | +7% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 34 |
Mental Save | 23 |
Defense: Resistances
All | + 9%( 70%) |
Acid | + 20%( 70%) |
Cold | + 51%( 70%) |
Temporal | + 21%( 70%) |
Defense: Immunities
Disarm Resistance | 27% |
Pinning Resistance | 25% |
Blind Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (53 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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 86 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.46 |
| 1/5 |
| 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 / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | 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 |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On hands | steady hardened leather gloves of magic (+2) (0 def, 2 armour) steady hardened leather gloves of magic (+2) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane Acc +5 (+4 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +27% ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | cashmere wizard hat of the Brotherhood (2 def, 0 armour) cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Con dps ---------- Dmg.mod +8% arcane ----- def ----- Defense +2 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | Deepsblood [power 212] (20 cooldown) Deepsblood [power 212] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Resists +12% acid +12% cold Create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | solipsist's steel ring solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
On fingers | titan's steel ring titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | stabilizing steel amulet of mastery (0.16 Spell / Earth) stabilizing steel amulet of mastery (0.16 Spell / Earth)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +13% temporal Pinning- +25% Knockbk- +26% ---------- misc Masteries +0.16 Spell/Earth Amulets make your neck look great! |
In main hand | shimmering yew magestaff of might (20-24 power, 4 apr, arcane element) shimmering yew magestaff of might (20-24 power, 4 apr, arcane 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 +8% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ---------- misc Mana/turn +0.15 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Main armor | spellwoven woollen robe of frost (+19%) (0 def, 0 armour) spellwoven woollen robe of frost (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) Dmg.mod +13% cold ----- def ----- Resists +9% all +19% cold Spell.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+4 eff.) ----- def ----- Armour +2 Defense +9 (+9 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Light source | brass lantern of focus brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Inventory
steam generator implant (steam 6) steam generator implant (steam 6)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.9 steam per turn. Can be activated for an instant burst of 30 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the psychic (speed 600%; cd 9) movement infusion of the psychic (speed 600%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 600% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 nature talent. |
schematic: Corrosive Shell schematic: Corrosive Shell0.1 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: Grounding Strap schematic: Grounding Strap0.1 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: Pain Suppressor Salve schematic: Pain Suppressor 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. |
2 schematic: Saw Projector 2 schematic: Saw Projector0.1 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. |
2 schematic: Thunderclap Coating 2 schematic: Thunderclap Coating0.1 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. |
warrior's copper ring of sensing warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Blind- +21% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
potent ash magestaff of might (17-20 power, 3 apr, arcane element) potent ash magestaff of might (17-20 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +8 (+2 eff.) Dmg.mod +17% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Talosis' Counterpoint Talosis' Counterpoint4.0 T2 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+4 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Viletooth (20-30 power, 12 apr) Viletooth (20-30 power, 12 apr)3.0 T2 steamsaw 1H weapon Reqs Str 20 [Unique] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
murderer's cashmere cloak (2 def, 0 armour) murderer's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +4 (+4 eff.) Apr +5 ----- def ----- Defense +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fireslicer (0 def, 4 armour) Fireslicer (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% fire Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce armor by 31% * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +4 Fatigue +3% Resists +6% acid HP.reg +4.00 Heal.mod +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Borydodas the cashmere wizard hat (2 def, 0 armour) Borydodas the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +6% physical +13% cold ----- def ----- Defense +2 (+2 eff.) Resists +3% blight +19% cold +3% darkness +2% physical Phys.save +12 (+6 eff.) A pointy cloth hat, very wizardly... |
Dradas the cashmere wizard hat (2 def, 0 armour) Dradas the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +1% Dmg.mod +9% mind +13% fire Melee Ret 4 mind ----- def ----- Defense +2 (+2 eff.) Resists +9% mind +19% fire A pointy cloth hat, very wizardly... |
Un'fezan's Cap (1 def, 0 armour) 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 (+4 eff.) ----- def ----- Defense +1 (+1 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. |
Yeti Mind Controller (0 def, 3 armour) Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+5 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+5 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 8/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
augmenting linen wizard hat of arcana (1 def, 0 armour) augmenting linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +3% acid +3% lightning +4% cold +3% arcane +3% fire ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap 'Bethiyavena' (15 def, 7 armour) hardened leather cap 'Bethiyavena' (15 def, 7 armour)2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +7 Defense +15 (+12 eff.) Fatigue +3% Resists +8% lightning +7% temporal +12% blight Phys.save +3 (+1 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +1 A cap made of leather. |
miner's rough leather hat of strength (+3) (0 def, 3 armour) miner's rough leather hat of strength (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A hat made of leather. Very stylish. |
Weepspiker the quiver of yew arrows (17/17, 42-59 power, 10 apr) Weepspiker the quiver of yew arrows (17/17, 42-59 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 42.5 - 59.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 17 Ranged+ +12 fire On Hit.r1 +4 nature +20 mind On Hit: * 20% chance to slow global speed by 48% On Crit: * Wound the target dealing 50 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
2 aquamarine 2 aquamarine0.0 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. |
3 opal 3 opal0.0 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
Tower Detonator Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
2 emerald 2 emerald0.0 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. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor 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. |
Rod of Recall (1/1) 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 clear mind [power 2] (25 cooldown) powerful steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 amethyst0.0 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. |
Achievements
By Mandy the Orc Archmage level 11
18th Retaking 124th year of Ascendancy at 14:32 see stats
By Mandy the Orc Archmage level 14
44th Retaking 124th year of Ascendancy at 18:18 see stats
By Mandy the Orc Archmage level 10
15th Retaking 124th year of Ascendancy at 23:34 see stats
Log
Mandy receives 36 healing from Temporal Restoration Field.
Mandy deactivates Disruption Shield.
Layeriatira the ritch larva's creeping dark hits Mandy for 20 darkness damage.
Phantasmal Shield hits Ritch larva for 74 light damage.
Phantasmal Shield hits Ritch centipede for 77 light damage.
Mandy casts Manathrust.
You collect a new ingredient: ritch stinger (1).
Mandy hits Ritch larva for 256 arcane damage.
Mandy hits Eilinytha the ritch centipede for 213 arcane damage.
Mandy killed Ritch larva!
Mandy receives 36 healing from Temporal Restoration Field.
Layeriatira the ritch larva's creeping dark hits Mandy for 20 darkness damage.
Eilinytha the ritch centipede dives in the sand!
Eilinytha the ritch centipede hits Mandy for (19 ignored), 0 mind, 2 lightning, 3 physical, 1 cold, 2 acid, 2 fire, 18 nature, 2 lightning, 3 physical, 1 cold, 2 acid, 2 fire (40 total damage).
Mandy casts Rune: Manasurge.
Mandy starts to surge mana.
Talent Pulverizing Auger is ready to use.
Mandy receives 36 healing from Temporal Restoration Field.
Mandy casts Phase Door.
Select a target to teleport...
Select a teleport location...
The targeted phase door fizzles and works randomly!
Something performs a melee critical strike against Mandy!
Mandy starts to bleed.
Something performs a melee critical strike against Mandy!
Something hits Mandy for 64 physical, 69 physical, 64 physical, 49 physical, 97 physical (344 total damage).
Mandy the level 18 orc archmage was splattered to death by Emelara the ritch hunter on level 2 of Ritch Hive.