








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Furrae Race 1.2.1Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. 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 Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. 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:
Brawler combo displayer 1.7.4Displays combo point icon when you get it. 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 | Nightmare Adventure |
| Sex | Female |
| Race | Whitehoof |
| Class | Archmage |
| Level / Exp | 27 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Lashing Tentacle at level 12 on the 23rd Retaking 124th year of Ascendancy at 21:15 0 / 7Killed by mutant snake at level 14 on the 34th Retaking 124th year of Ascendancy at 13:59 Killed by Isladhethra the ritch centipede at level 18 on the 1st Revenge 124th year of Ascendancy at 12:01 Killed by Eilinadatira the wolf at level 27 on the 40th Revenge 124th year of Ascendancy at 03:28 Killed by Eilinadatira the wolf at level 27 on the 40th Revenge 124th year of Ascendancy at 05:04 Killed by Iodi the shalore at level 27 on the 40th Revenge 124th year of Ascendancy at 05:51 Killed by Mathamae the shalore at level 27 on the 40th Revenge 124th year of Ascendancy at 06:41 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 82 (base 58) |
| Willpower | 45 (base 31) |
| Cunning | 48 (base 31) |
Resources
| Life | -264/552 |
| Mana | 97/457 |
| Steam | 100/100 |
| Healing Factor | 1.1191526171258 |
| Regeneration | 2.4061781268204 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 7 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +80% |
| Physical | +6% |
| Fire | +25% |
| Cold | +32% |
| Arcane | +25% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +25% |
| Lightning | +35% |
| Cold | +25% |
| Arcane | +25% |
| Fire | +25% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 5 (35.65183292883%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 32 |
| Mental Save | 30 |
Defense: Resistances
| Lightning | + 42%( 70%) |
| Light | + 22%( 70%) |
| Nature | + 18%( 70%) |
| Blight | + 15%( 70%) |
| Darkness | + 14%( 70%) |
| Cold | + 37%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Disarm Resistance | 27% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Pinning Resistance | 28% |
| Poison Resistance | 100% |
| Knockback Resistance | 27% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 360 damage for 4 turns. Its effects scale with your Magic 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: 18 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 875% for 10 turns (70 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| 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 143% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.13 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have 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 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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | 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 |
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. | 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 feet | pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
| Light source | Animas the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Mind.crit +4% Mind.pwr +15 (+5 eff.) Dmg.mod +9% mind ---------- misc Max.psi +40.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | spellwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Arcane/Nature While equipped: Stats +6 Cun dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning Mind.save +9 (+5 eff.) ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
| Tool | ash wand of shielding [power 182] (13/20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 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 | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | Daimegokalthomnir the Shockwell0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +10% nature Melee Ret 4 nature ----- def ----- Resists +15% lightning +9% light Max.HP +31.00 Disarm- +27% Pinning- +28% Knockbk- +27% Rings make your fingers look great! |
| Around waist | noble's rough leather belt of magery 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +6 Wil +3 Cun dps ---------- Spell.crit +3% Against +15% Summoned ----- def ----- D.Red.from +15% Summoned ---------- misc Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 A belt that goes around your waist. |
| In main hand | Radhidubers the Healrigor (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Master 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 +10% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning Res.pen +10% lightning +25% darkness Melee Ret 6 nature On Hit (Melee): * 10% chance to slow global speed by 53% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's hardened leather gloves of the starseeker (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil +1 Cun dps ---------- Melee+ 4 acid 6 fire 3 cold 4 lightning ----- def ----- Armour +2 Resists +6% light +6% darkness ---------- misc Infravis +1 Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 61.82 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stormwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +4 Str +5 Mag +4 Wil dps ---------- Dmg.mod +9% lightning +6% physical +7% cold ----- def ----- Resists +7% blight +6% cold +6% lightning +9% all Max.HP +43.00 HP.reg +1.90 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +10% nature +25% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Around neck | steel amulet of mastery (0.13 Steamtech / Physics)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.13 Steamtech/Physics Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 467%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 467% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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: Iron Grip0.1 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: 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. |
gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Rings make your fingers look great! |
wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +25.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
Ivobrenne the yew starstaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Master 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: Stats +4 Dex +2 Mag dps ---------- Spell.crit +10% Crit.mult +11.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness Apr +2 Melee Ret 10 physical ---------- misc Stam/turn +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of power (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 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 +2% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Chamaledrandur' (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 15.0 - 18.0 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 +5% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +15% lightning Res.pen +5% temporal Apr +1 Melee Ret 6 temporal ----- def ----- Defense +6 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 86.02 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Smoldershine the hardened leather gloves (0 def, 9 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +4 Dex +2 Con dps ---------- Melee+ 9 physical Dmg.mod +5% physical Res.pen +20% mind ----- def ----- Armour +9 Resists +6% fire Crit.chn- 10.00% 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. |
catburglar's rough leather cap of constitution (+4) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +4 Dex +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +10% darkness ---------- misc Infravis +2 A cap made of leather. |
miner's rough leather hat of constitution (+2) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A hat made of leather. Very stylish. |
searing hardened leather armour of command (14 def, 11 armour)9.0 T3 light armor [Ego++] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 8 acid 10 fire Melee Ret 13 acid 9 fire ----- def ----- Armour +11 Defense +14 (+7 eff.) Fatigue +8% Resists +15% acid +19% fire Mind.save +16 (+8 eff.) A suit of armour made of leather. |
troll-hide rough leather armour of command (8 def, 5 armour)9.0 T1 light armor [Ego++] Nature/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +6% Mind.save +11 (+6 eff.) Max.HP +31.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
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)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 pain suppressor salve [power 178] powerful pain suppressor salve [power 178]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -178 life and reduces all damage by 17% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
iron saw projector0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
iron torque of mindblast [power 105] (13/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 114 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of summon tentacle [power 165] (13/25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 330 Base Damage: 168 Armor: 3 All Resist: 8 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 116] (13/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 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. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Shockingly Bob the Whitehoof Archmage level 4
11st Retaking 124th year of Ascendancy at 16:34 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Shockingly Bob the Whitehoof Archmage level 13
23rd Retaking 124th year of Ascendancy at 22:11 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Shockingly Bob the Whitehoof Archmage level 10
18th Retaking 124th year of Ascendancy at 03:57 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Shockingly Bob the Whitehoof Archmage level 20
2nd Revenge 124th year of Ascendancy at 00:00 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Shockingly Bob the Whitehoof Archmage level 27
40th Revenge 124th year of Ascendancy at 06:41 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Shockingly Bob the Whitehoof Archmage level 19
1st Revenge 124th year of Ascendancy at 17:12 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Shockingly Bob the Whitehoof Archmage level 26
31st Revenge 124th year of Ascendancy at 10:21 see stats
Log
Shockingly Bob is weakened by the gloom.
Shockingly Bob's spell attains critical power!
Talent Arcane Vortex is ready to use.
Talent Command Staff is ready to use.
Talent Create Tinker is ready to use.
Talent Arcane Reconstruction is ready to use.
Shockingly Bob receives 51 healing from Temporal Restoration Field.
Shockingly Bob becomes panicked!
Something hits Shockingly Bob for 72 light damage.
Something hits Shockingly Bob for 45 light damage.
Something hits Shockingly Bob for 50 light damage.
Shockingly Bob recovers sight.
Shockingly Bob receives 51 healing from Temporal Restoration Field.
You panic and flee from Mathamae the shalore.
Mathamae the shalore uses Instill Fear.
Shockingly Bob is in despair!
Mathamae the shalore hits Shockingly Bob for 16 mind, 17 darkness (34 total damage).
Shockingly Bob's arcane area effect hits Mathamae the shalore for 13 fire, 14 cold, 24 lightning, 13 arcane (65 total damage).
Mathamae the shalore's light area effect hits Shockingly Bob for 45 light damage.
Iodi the shalore uses Mindlash.
Idindri the shalore casts Sun Flare.
Shockingly Bob loses sight!
Something hits Shockingly Bob for 252 light damage.
Iodi the shalore hits Shockingly Bob for 133 physical damage.
The fabric of time around Shockingly Bob returns to normal.
Shockingly Bob overcomes the gloom
Personal New Achievement: That was close (Nightmare (Adventure) difficulty)!
Something hits Shockingly Bob for 31 fire damage.
Shockingly Bob the level 27 whitehoof archmage was boiled to death by Mathamae the shalore on level 1 of Ambush!.
The furious lightning storm around Shockingly Bob calms down and disappears.































































































