









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Male |
Race | Whitehoof |
Class | Arcane Blade |
Level / Exp | 28 / 63% |
Size | medium |
Lifes / Deaths | Killed by steam giant yeti rider at level 3 on the 11st Retaking 124th year of Ascendancy at 13:20 0 / 7Killed by High Guard Talosis at level 4 on the 12nd Retaking 124th year of Ascendancy at 14:15 Killed by ritch hive mother at level 17 on the 42nd Retaking 124th year of Ascendancy at 01:26 Killed by Isebrema the ritch centipede at level 20 on the 7th Revenge 124th year of Ascendancy at 23:15 Killed by Admiral Korbek at level 21 on the 12nd Revenge 124th year of Ascendancy at 16:39 Killed by Belulralle the whitehoof maulotaur at level 28 on the 26th Revenge 124th year of Ascendancy at 03:58 Killed by Saleda the whitehoof ghoul at level 28 on the 26th Revenge 124th year of Ascendancy at 23:34 |
Primary Stats
Strength | 60 (base 35) |
Dexterity | 22 (base 10) |
Constitution | 16 (base 10) |
Magic | 109 (base 60) |
Willpower | 31 (base 10) |
Cunning | 45 (base 28) |
Resources
Life | -107/761 |
Mana | 38/402 |
Stamina | 131/234 |
Steam | 100/100 |
Healing Factor | 1.0545771506546 |
Regeneration | 0.26364428766364 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 8 |
See Stealth | 22 |
See Invisible | 15 |
Offense: Mainhand
Damage | 178 |
Accuracy | 37 |
Crit Chance | 15% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +10% |
Cold | +11% |
Arcane | +5% |
Mind | +8% |
Fire | +23% |
Offense: Damage Penetration
Physical | +10% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 45.551211628464 (93.607947236566%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 5 |
Physical Save | 27 |
Spell Save | 41 |
Mental Save | 27 |
Defense: Resistances
Acid | + 7%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 4%( 70%) |
Cold | + 62%( 70%) |
All | 0%( 70%) |
Darkness | + 14%( 70%) |
Light | + 20%( 70%) |
Mind | + 5%( 70%) |
Fire | + 21%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Silence Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 13% |
Instadeath Resistance | 100% |
Disarm Resistance | 34% |
Poison Resistance | 100% |
Blind Resistance | 32% |
Inscriptions (4/4)
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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 98 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 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 80% efficiency and cooldown mod of 54%. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 960% for 10 turns (12 total) and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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. | active |
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 |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Mag +3 Wil +1 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 22 * 10% chance to slow global speed by 48% * 20 arcane resource burn ----- def ----- Armour +7 Crit.dmg- 5.00% Stealth +6 ---------- misc Infravis +2 Talents +3 Moss Tread A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +32% Confus- +13% ---------- misc Light +8 See.Stealth +12 See.Invis +5 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Mag dps ---------- Mind.crit +3% Mind.pwr +7 (+3 eff.) Dmg.mod +3% lightning +23% fire +8% mind Res.pen +10% lightning Melee Ret 8 lightning ----- def ----- Defense +2 (+1 eff.) Resists +5% mind +21% fire Phys.save +8 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Max.psi +16.00 Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 4 acid ----- def ----- Defense +15 (+7 eff.) Resists +12% cold Spell.save +6 (+2 eff.) Disarm- +20% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 458 Base Damage: 232 Armor: 27 All Resist: 10 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +11% cold ----- def ----- Armour +8 Resists +22% cold Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +5 Wil +9 Mag dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.13 Max.mana +35.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 42.5 - 63.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * splashes acid on your target dealing 33 damage and reducing their armor While equipped: Stats +6 Mag +9 Wil +3 Con dps ---------- Phys.pwr +9 (+1 eff.) Spell.pwr +7 (+2 eff.) Res.pen +10% physical ----- def ----- Disarm- +14% Massive two-handed mauls. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane ---------- misc Talents +1 Sand Shredder 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. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +13 Hardiness +20% Fatigue +25% Resists +7% acid +6% cold +14% darkness +14% blight ---------- misc Light +1 Breathe water A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue -3% Resists +10% nature +22% cold 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 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
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 80% efficiency and cooldown mod of 70%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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] [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] [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 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 60.5 - 90.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Dmg.mod +6% physical Apr +2 Massive two-handed mauls. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Spell.save +3 (+1 eff.) Disease- +11% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Spell.crit +10% Crit.mult +24.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% blight +3% lightning Res.pen +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 130% 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 +6 (+1 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical +0% nature +0% cold ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.3 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 117.55 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +8 (+4 eff.) Resists +0% nature +0% cold Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 43% (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. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Stealth +0 HP.reg +2.00 Heal.mod +12% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +29% 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. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +17% lightning +11% light +12% darkness A suit of armour made of mail. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 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. |
![]() 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 healing salve [power 163] powerful healing salve [power 163]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 54% cooldown modifier. Heal 163 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +18% cold +3% mind +3% darkness Poison- +10% Knockbk- +10% Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sendedo the Whitehoof Arcane Blade level 11
33rd Retaking 124th year of Ascendancy at 22:09 see stats
By Sendedo the Whitehoof Arcane Blade level 10
18th Retaking 124th year of Ascendancy at 20:30 see stats
By Sendedo the Whitehoof Arcane Blade level 20
7th Revenge 124th year of Ascendancy at 22:46 see stats
By Sendedo the Whitehoof Arcane Blade level 17
41st Retaking 124th year of Ascendancy at 22:34 see stats
By Sendedo the Whitehoof Arcane Blade level 21
12nd Revenge 124th year of Ascendancy at 01:01 see stats
Log
The shield around Sendedo crumbles.
Saleda the whitehoof ghoul hits Sendedo for (121 absorbed), 0 physical, (35 absorbed), 0 physical, (14 absorbed), 0 fire (0 total damage).
Melee retaliation hits Saleda the whitehoof ghoul for (1 to psi shield), (2 flat reduction), 0 acid, (8 flat reduction), 0 lightning (0 total damage).
Whitehoof ghoul casts Rune: Shielding.
A shield forms around whitehoof ghoul.
Thunderstorm hits Saleda the whitehoof ghoul for (26 flat reduction), 0 lightning (0 total damage).
Saleda the whitehoof ghoul's Beyond the Flesh hits Sendedo for 138 physical, 34 physical, 14 fire (185 total damage).
Melee retaliation hits Saleda the whitehoof ghoul for (1 to psi shield), (2 flat reduction), 0 acid, (7 flat reduction), 0 lightning (0 total damage).
Sendedo casts Chain Lightning.
Sendedo hits Saleda the whitehoof ghoul for (30 flat reduction), 171 lightning (171 total damage).
Sendedo hits Squid for 189 lightning damage.
Sendedo hits Whitehoof ghoul for (15 flat reduction), (181 absorbed), 0 lightning (0 total damage).
Saleda the whitehoof ghoul uses Sunder Arms.
Sendedo's fighting ability is impaired!
Saleda the whitehoof ghoul hits Sendedo for 200 physical, 34 physical, 14 fire (248 total damage).
Melee retaliation hits Saleda the whitehoof ghoul for (1 to psi shield), (2 flat reduction), 0 acid, (7 flat reduction), 0 lightning (0 total damage).
Sendedo's spell attains critical power!
Sendedo's spell attains critical power!
Thunderstorm hits Saleda the whitehoof ghoul for (15 flat reduction), 0 lightning (0 total damage).
Thunderstorm hits Whitehoof ghoul for (15 flat reduction), (31 absorbed), 0 lightning (0 total damage).
Saleda the whitehoof ghoul's Beyond the Flesh performs a melee critical strike against Sendedo!
Saleda the whitehoof ghoul's Beyond the Flesh hits Sendedo for 214 physical, 33 physical, 13 fire (261 total damage).
Melee retaliation hits Saleda the whitehoof ghoul for (1 to psi shield), (2 flat reduction), 0 acid, (7 flat reduction), 0 lightning (0 total damage).
Saleda the whitehoof ghoul uses Telekinetic Smash.
Saleda the whitehoof ghoul performs a melee critical strike against Sendedo!
Saleda the whitehoof ghoul hits Sendedo for 174 physical damage.
Melee retaliation hits Saleda the whitehoof ghoul for (1 to psi shield), (2 flat reduction), 0 acid, (7 flat reduction), 0 lightning, (1 to psi shield), (2 flat reduction), 0 acid, (7 flat reduction), 0 lightning (0 total damage).
Sendedo the level 28 whitehoof arcane blade was cleaved to death by Saleda the whitehoof ghoul on level 3 of Krimbul Territory.
The furious lightning storm around Sendedo calms down and disappears.