









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Better Item Description 1.7.2This 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 Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
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:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Male |
Race | Whitehoof |
Class | Archmage |
Level / Exp | 26 / 44% |
Size | medium |
Lifes / Deaths | Killed by Elynn the dredge at level 14 on the 17th Pain 124th year of Ascendancy at 21:07 0 / 7Killed by Xeremina the ritch hive mother at level 19 on the 31st Pain 124th year of Ascendancy at 07:27 Killed by Archie at level 20 on the 31st Pain 124th year of Ascendancy at 15:46 Killed by luminous horror at level 24 on the 48th Pain 124th year of Ascendancy at 05:41 Killed by Vorada the whitehoof ghoul at level 26 on the 10th Dearth 124th year of Ascendancy at 05:29 Killed by Poraridassra the whitehoof maulotaur at level 26 on the 10th Dearth 124th year of Ascendancy at 07:24 Killed by Poraridassra the whitehoof maulotaur at level 26 on the 10th Dearth 124th year of Ascendancy at 09:07 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 23 (base 10) |
Constitution | 20 (base 10) |
Magic | 72 (base 57) |
Willpower | 54 (base 42) |
Cunning | 37 (base 18) |
Resources
Life | -106/492 |
Mana | 246/495 |
Steam | 100/100 |
Healing Factor | 1.0870588855782 |
Regeneration | 0.27176472139455 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
Offense: Mainhand
Damage | 41 |
Accuracy | 22 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +25% |
Lightning | +21% |
Nature | +42% |
Temporal | +20% |
Blight | +21% |
Arcane | +37% |
Cold | +21% |
All | +12% |
Offense: Damage Penetration
Lightning | +20% |
Temporal | +10% |
Arcane | +20% |
Cold | +15% |
Darkness | +20% |
Defense: Base
Armour (hardiness) | 30 (50%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 13 |
Spell Save | 43 |
Mental Save | 33 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 27%( 70%) |
All | + 16%( 70%) |
Darkness | + 23%( 70%) |
Temporal | + 37%( 70%) |
Lightning | + 30%( 70%) |
Mind | + 19%( 70%) |
Fire | + 45%( 70%) |
Nature | + 61%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
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 302 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: 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 (205 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Dex +5 Con dps ---------- Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +3 Defense +9 (+4 eff.) Resists +6% fire A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 arrow ammo [Ego+] Psionic Power 21.5 - 30.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 13 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 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. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +19% nature ----- def ----- Defense +3 (+1 eff.) Resists +12% acid +6% temporal +10% blight +9% fire +28% nature Spell.save +6 (+2 eff.) ---------- misc Equi/ret +1.10 Psi/ret +1.70 Hate/ret +1.50 A pointy cloth hat, very wizardly... It was hardened by the digestive sack. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Cun dps ---------- Dmg.mod +9% lightning Res.pen +5% lightning ----- def ----- Resists +6% lightning +9% fire ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Res.pen +15% lightning +10% cold Melee Ret 6 cold ----- def ----- Resists +9% acid +3% cold +25% nature Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +13% Dmg.mod +9% cold Res.pen +20% arcane +5% cold Acc +6 (+3 eff.) Melee Ret 2 arcane ----- def ----- Defense +6 (+3 eff.) Resists +5% arcane +3% mind Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Mind.pwr +10 (+3 eff.) Melee Ret 2 acid ----- def ----- Armour +14 Fatigue -12% Resists +3% blight Stealth +5 ---------- misc T.Disarm +5 Max.enc +30 Psi/ret +0.08 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Unique] Arcane Power 25.0 - 30.0 Darkness Uses 120% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +5% darkness +25% arcane ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Talents +3 Flash Powder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +13 Hardiness +20% Defense +10 (+5 eff.) Fatigue +3% Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+7 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +4 Wil dps ---------- Spell.crit +8% Spell.pwr +5 (+1 eff.) Dmg.mod +9% blight ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +21% Amulets make your neck look great! |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 102% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 843% for 10 turns (211 total) and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Spell.crit +6% Spell.pwr +15 (+4 eff.) Dmg.mod +12% blight ----- def ----- Resists +9% temporal Max.HP +28.00 Disarm- +21% Pinning- +28% Knockbk- +25% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +10% mind +15% physical Acc +10 (+5 eff.) Apr +10 Melee Ret 8 physical ----- def ----- Defense +10 (+5 eff.) Die.at -40.00 life ---------- misc Max.stam +10.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun +7 Dex dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% mind Res.pen +10% darkness +20% mind Acc +7 (+3 eff.) ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 temporal +12 light On Hit.r1 +8 darkness On Hit: * 20% chance to reduce damage dealt by 22% On Crit: * Wound the target dealing 43 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+6 eff.) Dmg.mod +18% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) One-handed war axes. |
![]() 3.0 T2 steamsaw 1H weapon [Ego+] Master/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 Uses 1.0 Steam While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+5 eff.) Res.pen +7% physical ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Disarm- +14% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 9.0 T3 light armor [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Mind.save +10 (+5 eff.) A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: Stats +2 Str +3 Wil +3 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% cold Crit.dmg- 15.00% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +16% lightning Mind.save +12 (+6 eff.) A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +2 (+0 eff.) ----- def ----- Phys.save +5 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.crit +4% Mind.pwr +5 (+1 eff.) ----- def ----- Crit.dmg- 15.00% Mind.save +5 (+3 eff.) ---------- misc Light +3 Infravis +2 See.Invis +9 A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+4 eff.) Apr +4 ----- def ----- Armour +3 Defense +20 (+10 eff.) Fatigue +2% Resists +3% blight +3% light Max.HP +60.00 Blind- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Armour +7 Fatigue +2% Resists +13% acid +6% fire +6% lightning +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +6 (+6 eff.) Mind.save +5 (+3 eff.) Disarm- +20% 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. |
![]() 1.0 T4 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 13 light Dmg.mod +5% light +4% arcane ----- def ----- Armour +3 Resists +5% light 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Wil dps ---------- Phys.pwr +6 (+5 eff.) Mind.pwr +5 (+1 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +3% cold +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Wil +3 Mag dps ---------- Melee+ 8 blight Dmg.mod +4% blight +3% arcane Res.pen +5% temporal Melee Ret 6 arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 7 physical Dmg.mod +3% physical Acc +14 (+7 eff.) ----- def ----- Armour +8 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +6% blight A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+6 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +3 Dex +6 Wil +1 Cun dps ---------- Dmg.mod +6% acid Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +6 (+3 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +3 Fatigue +3% Resists +12% darkness +6% nature +13% light Crit.dmg- 5.00% Teleport- +10% A cap made of leather. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: 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. |
![]() 0.0 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T4 steamtech tinker [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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 185 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Archie the Whitehoof Archmage level 11
26th Retaking 124th year of Ascendancy at 15:00 see stats
By Archie the Whitehoof Archmage level 10
23rd Retaking 124th year of Ascendancy at 03:41 see stats
By Archie the Whitehoof Archmage level 20
31st Pain 124th year of Ascendancy at 15:43 see stats
By Archie the Whitehoof Archmage level 18
30th Pain 124th year of Ascendancy at 18:11 see stats
By Archie the Whitehoof Archmage level 25
2nd Dearth 124th year of Ascendancy at 07:54 see stats
By Archie the Whitehoof Archmage level 25
50th Pain 124th year of Ascendancy at 10:29 see stats
Log
Poraridassra the whitehoof maulotaur uses Blindside.
Rested for 3 turns (stop reason: taken damage).
Poraridassra the whitehoof maulotaur casts Lightning.
Melee retaliation hits Poraridassra the whitehoof maulotaur for (1 flat reduction), 0 acid, (4 flat reduction), 0 cold, (13 flat reduction), 0 arcane (0 total damage).
Poraridassra the whitehoof maulotaur hits Archie for 285 physical, 5 lightning, (62 ignored), 0 lightning, 31 fire (321 total damage).
Archie is stunned with fear!
Archie is weakened by the gloom.
Archie casts Temporal Shield.
The very fabric of time alters around Archie.
Archie casts Illuminate.
Poraridassra the whitehoof maulotaur loses sight!
Poraridassra the whitehoof maulotaur uses Slash.
Your time shield crumbles under the damage!
The fabric of time around Archie stabilizes to normal.
The powerful time-altering energies generate a restoration field on Archie.
Poraridassra the whitehoof maulotaur hits Archie for (430 to time), 0 physical, (5 to time), 0 lightning, (31 to time), 0 fire (0 total damage).
Melee retaliation hits Poraridassra the whitehoof maulotaur for (1 flat reduction), 0 acid, (3 flat reduction), 0 cold, (10 flat reduction), 0 arcane (0 total damage).
Archie hits Poraridassra the whitehoof maulotaur for (15 flat reduction), (53 rampage shugs off), 0 light (0 total damage).
Archie receives 51 healing from Temporal Restoration Field.
Poraridassra the whitehoof maulotaur uses Lifeless Rush.
Poraridassra the whitehoof maulotaur is no longer rampaging.
Poraridassra the whitehoof maulotaur casts Rune: Shatter Afflictions.
Poraridassra the whitehoof maulotaur recovers sight.
A shield forms around Poraridassra the whitehoof maulotaur.
Poraridassra the whitehoof maulotaur uses Dominate.
Archie has been dominated!
Melee retaliation hits Poraridassra the whitehoof maulotaur for (1 flat reduction), 0 acid, (3 flat reduction), 0 cold, (10 flat reduction), 0 arcane (0 total damage).
Poraridassra the whitehoof maulotaur hits Archie for 167 physical damage.
Archie the level 26 whitehoof archmage was cleaved to death by Poraridassra the whitehoof maulotaur on level 2 of Krimbul Territory.